layout(location = 0) out vec4 outColor;
-vec3
-multiply (vec3 source, vec3 backdrop, float opacity)
+float
+combine (float source, float backdrop)
{
- vec3 result = source * backdrop;
- return mix (source, result, opacity);
+ return source + backdrop * (1 - source);
}
-vec3
-difference (vec3 source, vec3 backdrop, float opacity)
+vec4
+composite (vec4 Cs, vec4 Cb, vec3 B)
{
- vec3 result = abs (source - backdrop);
- return mix (source, result, opacity);
+ float ao = Cs.a + Cb.a * (1 - Cs.a);
+ vec3 Co = (Cs.a*(1 - Cb.a)*Cs.rgb + Cs.a*Cb.a*B + (1 - Cs.a)*Cb.a*Cb.rgb) / ao;
+ return vec4(Co, ao);
}
-vec3
-screen (vec3 source, vec3 backdrop, float opacity)
+vec4
+normal (vec4 Cs, vec4 Cb)
+{
+ return composite (Cs, Cb, Cs.rgb);
+}
+
+vec4
+multiply (vec4 Cs, vec4 Cb)
{
- vec3 result = source + backdrop - source * backdrop;
- return mix (source, result, opacity);
+ return composite (Cs, Cb, Cs.rgb * Cb.rgb);
+}
+
+vec4
+difference (vec4 Cs, vec4 Cb)
+{
+ return composite (Cs, Cb, abs(Cs.rgb - Cb.rgb));
+}
+
+vec4
+screen (vec4 Cs, vec4 Cb)
+{
+ return composite (Cs, Cb, Cs.rgb + Cb.rgb - Cs.rgb * Cb.rgb);
}
float
return 2 * (backdrop + source - backdrop * source) - 1;
}
-vec3
-hard_light (vec3 source, vec3 backdrop, float opacity)
+vec4
+hard_light (vec4 Cs, vec4 Cb)
{
- vec3 result = vec3 (hard_light (source.r, backdrop.r),
- hard_light (source.g, backdrop.g),
- hard_light (source.b, backdrop.b));
- return mix (source, result, opacity);
+ vec3 B = vec3 (hard_light (Cs.r, Cb.r),
+ hard_light (Cs.g, Cb.g),
+ hard_light (Cs.b, Cb.b));
+ return composite (Cs, Cb, B);
}
float
return backdrop + (2 * source - 1) * (db - backdrop);
}
-vec3
-soft_light (vec3 source, vec3 backdrop, float opacity)
+vec4
+soft_light (vec4 Cs, vec4 Cb)
{
- vec3 result = vec3 (soft_light (source.r, backdrop.r),
- soft_light (source.g, backdrop.g),
- soft_light (source.b, backdrop.b));
- return mix (source, result, opacity);
+ vec3 B = vec3 (soft_light (Cs.r, Cb.r),
+ soft_light (Cs.g, Cb.g),
+ soft_light (Cs.b, Cb.b));
+ return composite (Cs, Cb, B);
}
-vec3
-overlay (vec3 source, vec3 backdrop, float opacity)
+vec4
+overlay (vec4 Cs, vec4 Cb)
{
- return hard_light (backdrop, source, opacity);
+ vec3 B = vec3 (hard_light (Cb.r, Cs.r),
+ hard_light (Cb.g, Cs.g),
+ hard_light (Cb.b, Cs.b));
+ return composite (Cs, Cb, B);
}
-vec3
-darken (vec3 source, vec3 backdrop, float opacity)
+vec4
+darken (vec4 Cs, vec4 Cb)
{
- vec3 result = min (source, backdrop);
- return mix (source, result, opacity);
+ vec3 B = min (Cs.rgb, Cb.rgb);
+ return composite (Cs, Cb, B);
}
-vec3
-lighten (vec3 source, vec3 backdrop, float opacity)
+vec4
+lighten (vec4 Cs, vec4 Cb)
{
- vec3 result = max (source, backdrop);
- return mix (source, result, opacity);
+ vec3 B = max (Cs.rgb, Cb.rgb);
+ return composite (Cs, Cb, B);
}
float
return (source == 1.0) ? source : min (backdrop / (1.0 - source), 1.0);
}
-vec3
-color_dodge (vec3 source, vec3 backdrop, float opacity)
+vec4
+color_dodge (vec4 Cs, vec4 Cb)
{
- vec3 result = vec3 (color_dodge (source.r, backdrop.r),
- color_dodge (source.g, backdrop.g),
- color_dodge (source.b, backdrop.b));
- return mix (source, result, opacity);
+ vec3 B = vec3 (color_dodge (Cs.r, Cb.r),
+ color_dodge (Cs.g, Cb.g),
+ color_dodge (Cs.b, Cb.b));
+ return composite (Cs, Cb, B);
}
return (source == 0.0) ? source : max ((1.0 - ((1.0 - backdrop) / source)), 0.0);
}
-vec3
-color_burn (vec3 source, vec3 backdrop, float opacity)
+vec4
+color_burn (vec4 Cs, vec4 Cb)
{
- vec3 result = vec3 (color_burn (source.r, backdrop.r),
- color_burn (source.g, backdrop.g),
- color_burn (source.b, backdrop.b));
- return mix (source, result, opacity);
+ vec3 B = vec3 (color_burn (Cs.r, Cb.r),
+ color_burn (Cs.g, Cb.g),
+ color_burn (Cs.b, Cb.b));
+ return composite (Cs, Cb, B);
}
-vec3
-exclusion (vec3 source, vec3 backdrop, float opacity)
+vec4
+exclusion (vec4 Cs, vec4 Cb)
{
- vec3 result = backdrop + source - 2.0 * backdrop * source;
- return mix (source, result, opacity);
+ vec3 B = Cb.rgb + Cs.rgb - 2.0 * Cb.rgb * Cs.rgb;
+ return composite (Cs, Cb, B);
}
float
return res;
}
-vec3
-color (vec3 source, vec3 backdrop, float opacity)
-{
- vec3 result = set_lum (source, lum (backdrop));
- return mix (source, result, opacity);
-}
-
-vec3
-hue (vec3 source, vec3 backdrop, float opacity)
+vec4
+color (vec4 Cs, vec4 Cb)
{
- vec3 result = set_lum (set_sat (source, sat (backdrop)), lum (backdrop));
- return mix (source, result, opacity);
+ vec3 B = set_lum (Cs.rgb, lum (Cb.rgb));
+ return composite (Cs, Cb, B);
}
-vec3
-saturation (vec3 source, vec3 backdrop, float opacity)
+vec4
+hue (vec4 Cs, vec4 Cb)
{
- vec3 result = set_lum (set_sat (backdrop, sat (source)), lum (backdrop));
- return mix (source, result, opacity);
+ vec3 B = set_lum (set_sat (Cs.rgb, sat (Cb.rgb)), lum (Cb.rgb));
+ return composite (Cs, Cb, B);
}
-vec3
-luminosity (vec3 source, vec3 backdrop, float opacity)
+vec4
+saturation (vec4 Cs, vec4 Cb)
{
- vec3 result = set_lum (backdrop, lum (source));
- return mix (source, result, opacity);
+ vec3 B = set_lum (set_sat (Cb.rgb, sat (Cs.rgb)), lum (Cb.rgb));
+ return composite (Cs, Cb, B);
}
-float
-combine (float source, float backdrop)
+vec4
+luminosity (vec4 Cs, vec4 Cb)
{
- return source + backdrop * (1 - source);
+ vec3 B = set_lum (Cb.rgb, lum (Cs.rgb));
+ return composite (Cs, Cb, B);
}
void main()
{
vec4 source = texture (startTexture, inStartTexCoord);
vec4 backdrop = texture (endTexture, inEndTexCoord);
- vec3 rgb = vec3(1,0,0);
- float a = 1;
-
- a = combine (source.a, backdrop.a);
+ vec4 result;
- if (inBlendMode == 0) // default
- {
- rgb = source.rgb;
- a = source.a;
- }
+ if (inBlendMode == 0)
+ result = normal (source, backdrop);
else if (inBlendMode == 1)
- rgb = multiply (source.rgb, backdrop.rgb, backdrop.a);
+ result = multiply (source, backdrop);
else if (inBlendMode == 2)
- rgb = screen (source.rgb, backdrop.rgb, backdrop.a);
+ result = screen (source, backdrop);
else if (inBlendMode == 3)
- rgb = overlay (source.rgb, backdrop.rgb, backdrop.a);
+ result = overlay (source, backdrop);
else if (inBlendMode == 4)
- rgb = darken (source.rgb, backdrop.rgb, backdrop.a);
+ result = darken (source, backdrop);
else if (inBlendMode == 5)
- rgb = lighten (source.rgb, backdrop.rgb, backdrop.a);
+ result = lighten (source, backdrop);
else if (inBlendMode == 6)
- rgb = color_dodge (source.rgb, backdrop.rgb, backdrop.a);
+ result = color_dodge (source, backdrop);
else if (inBlendMode == 7)
- rgb = color_burn (source.rgb, backdrop.rgb, backdrop.a);
+ result = color_burn (source, backdrop);
else if (inBlendMode == 8)
- rgb = hard_light (source.rgb, backdrop.rgb, backdrop.a);
+ result = hard_light (source, backdrop);
else if (inBlendMode == 9)
- rgb = soft_light (source.rgb, backdrop.rgb, backdrop.a);
+ result = soft_light (source, backdrop);
else if (inBlendMode == 10)
- rgb = difference (source.rgb, backdrop.rgb, backdrop.a);
+ result = difference (source, backdrop);
else if (inBlendMode == 11)
- rgb = exclusion (source.rgb, backdrop.rgb, backdrop.a);
+ result = exclusion (source, backdrop);
else if (inBlendMode == 12)
- rgb = color (source.rgb, backdrop.rgb, backdrop.a);
+ result = color (source, backdrop);
else if (inBlendMode == 13)
- rgb = hue (source.rgb, backdrop.rgb, backdrop.a);
+ result = hue (source, backdrop);
else if (inBlendMode == 14)
- rgb = saturation (source.rgb, backdrop.rgb, backdrop.a);
+ result = saturation (source, backdrop);
else if (inBlendMode == 15)
- rgb = luminosity (source.rgb, backdrop.rgb, backdrop.a);
+ result = luminosity (source, backdrop);
else
discard;
- outColor = clip (inPos, vec4 (rgb, a));
+ outColor = clip (inPos, result);
}