-vec3 BlendMultiply(vec3 Csrc, vec3 Cdst) {
- return Csrc * Cdst;
+vec3 BlendMultiply(vec3 Cb, vec3 Cs) {
+ return Cb * Cs;
+}
+
+vec3 BlendScreen(vec3 Cb, vec3 Cs) {
+ return Cb + Cs - (Cb * Cs);
+}
+
+vec3 BlendHardLight(vec3 Cb, vec3 Cs) {
+ vec3 m = BlendMultiply(Cb, 2.0 * Cs);
+ vec3 s = BlendScreen(Cb, 2.0 * Cs - 1.0);
+ vec3 edge = vec3(0.5, 0.5, 0.5);
+
+ /* Use mix() and step() to avoid a branch */
+ return mix(m, s, step(edge, Cs));
+}
+
+vec3 BlendOverlay(vec3 Cb, vec3 Cs) {
+ return BlendHardLight(Cs, Cb);
+}
+
+vec3 BlendDarken(vec3 Cb, vec3 Cs) {
+ return min(Cb, Cs);
+}
+
+vec3 BlendLighten(vec3 Cb, vec3 Cs) {
+ return max(Cb, Cs);
}
void main() {
- vec4 src = Texture(map, vUv);
vec4 mask = Texture(parentMap, vUv);
+ vec4 diffuse = Texture(map, vUv);
vec3 res;
if (blendMode == 0) {
- res = src.xyz;
+ res = diffuse.xyz;
}
else if (blendMode == 1) {
- res = BlendMultiply(src.xyz, mask.xyz);
+ res = BlendMultiply(mask.xyz, diffuse.xyz);
+ }
+ else if (blendMode == 2) {
+ res = BlendScreen(mask.xyz, diffuse.xyz);
+ }
+ else if (blendMode == 3) {
+ res = BlendOverlay(mask.xyz, diffuse.xyz);
+ }
+ else if (blendMode == 4) {
+ res = BlendDarken(mask.xyz, diffuse.xyz);
+ }
+ else if (blendMode == 5) {
+ res = BlendLighten(mask.xyz, diffuse.xyz);
+ }
+ else if (blendMode == 8) {
+ res = BlendHardLight(mask.xyz, diffuse.xyz);
}
else {
// Use red for debugging missing blend modes
res = vec3(1.0, 0.0, 0.0);
}
- setOutputColor(vec4(res, src.a * alpha));
+ setOutputColor(vec4(res, diffuse.a * alpha));
}