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cc909b160f
Use a unified approach to write both vertex and fragment shader in the same file.
311 lines
6.4 KiB
GLSL
311 lines
6.4 KiB
GLSL
// VERTEX_SHADER:
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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uniform int u_mode;
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uniform sampler2D u_source2;
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float
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combine (float source, float backdrop)
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{
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return source + backdrop * (1.0 - source);
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}
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vec4
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composite (vec4 Cs, vec4 Cb, vec3 B)
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{
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float ao = Cs.a + Cb.a * (1.0 - Cs.a);
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vec3 Co = (Cs.a*(1.0 - Cb.a)*Cs.rgb + Cs.a*Cb.a*B + (1.0 - Cs.a)*Cb.a*Cb.rgb) / ao;
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return vec4(Co, ao);
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}
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vec4
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normal (vec4 Cs, vec4 Cb)
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{
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return composite (Cs, Cb, Cs.rgb);
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}
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vec4
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multiply (vec4 Cs, vec4 Cb)
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{
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return composite (Cs, Cb, Cs.rgb * Cb.rgb);
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}
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vec4
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difference (vec4 Cs, vec4 Cb)
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{
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return composite (Cs, Cb, abs(Cs.rgb - Cb.rgb));
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}
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vec4
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screen (vec4 Cs, vec4 Cb)
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{
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return composite (Cs, Cb, Cs.rgb + Cb.rgb - Cs.rgb * Cb.rgb);
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}
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float
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hard_light (float source, float backdrop)
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{
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if (source <= 0.5)
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return 2.0 * backdrop * source;
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else
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return 2.0 * (backdrop + source - backdrop * source) - 1.0;
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}
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vec4
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hard_light (vec4 Cs, vec4 Cb)
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{
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vec3 B = vec3 (hard_light (Cs.r, Cb.r),
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hard_light (Cs.g, Cb.g),
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hard_light (Cs.b, Cb.b));
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return composite (Cs, Cb, B);
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}
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float
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soft_light (float source, float backdrop)
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{
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float db;
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if (backdrop <= 0.25)
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db = ((16.0 * backdrop - 12.0) * backdrop + 4.0) * backdrop;
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else
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db = sqrt (backdrop);
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if (source <= 0.5)
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return backdrop - (1.0 - 2.0 * source) * backdrop * (1.0 - backdrop);
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else
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return backdrop + (2.0 * source - 1.0) * (db - backdrop);
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}
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vec4
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soft_light (vec4 Cs, vec4 Cb)
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{
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vec3 B = vec3 (soft_light (Cs.r, Cb.r),
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soft_light (Cs.g, Cb.g),
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soft_light (Cs.b, Cb.b));
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return composite (Cs, Cb, B);
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}
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vec4
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overlay (vec4 Cs, vec4 Cb)
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{
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vec3 B = vec3 (hard_light (Cb.r, Cs.r),
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hard_light (Cb.g, Cs.g),
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hard_light (Cb.b, Cs.b));
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return composite (Cs, Cb, B);
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}
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vec4
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darken (vec4 Cs, vec4 Cb)
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{
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vec3 B = min (Cs.rgb, Cb.rgb);
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return composite (Cs, Cb, B);
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}
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vec4
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lighten (vec4 Cs, vec4 Cb)
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{
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vec3 B = max (Cs.rgb, Cb.rgb);
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return composite (Cs, Cb, B);
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}
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float
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color_dodge (float source, float backdrop)
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{
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return (source == 1.0) ? source : min (backdrop / (1.0 - source), 1.0);
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}
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vec4
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color_dodge (vec4 Cs, vec4 Cb)
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{
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vec3 B = vec3 (color_dodge (Cs.r, Cb.r),
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color_dodge (Cs.g, Cb.g),
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color_dodge (Cs.b, Cb.b));
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return composite (Cs, Cb, B);
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}
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float
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color_burn (float source, float backdrop)
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{
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return (source == 0.0) ? source : max ((1.0 - ((1.0 - backdrop) / source)), 0.0);
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}
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vec4
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color_burn (vec4 Cs, vec4 Cb)
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{
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vec3 B = vec3 (color_burn (Cs.r, Cb.r),
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color_burn (Cs.g, Cb.g),
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color_burn (Cs.b, Cb.b));
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return composite (Cs, Cb, B);
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}
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vec4
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exclusion (vec4 Cs, vec4 Cb)
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{
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vec3 B = Cb.rgb + Cs.rgb - 2.0 * Cb.rgb * Cs.rgb;
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return composite (Cs, Cb, B);
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}
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float
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lum (vec3 c)
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{
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return 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;
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}
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vec3
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clip_color (vec3 c)
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{
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float l = lum (c);
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float n = min (c.r, min (c.g, c.b));
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float x = max (c.r, max (c.g, c.b));
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if (n < 0.0) c = l + (((c - l) * l) / (l - n));
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if (x > 1.0) c = l + (((c - l) * (1.0 - l)) / (x - l));
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return c;
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}
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vec3
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set_lum (vec3 c, float l)
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{
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float d = l - lum (c);
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return clip_color (vec3 (c.r + d, c.g + d, c.b + d));
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}
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float
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sat (vec3 c)
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{
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return max (c.r, max (c.g, c.b)) - min (c.r, min (c.g, c.b));
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}
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vec3
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set_sat (vec3 c, float s)
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{
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float cmin = min (c.r, min (c.g, c.b));
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float cmax = max (c.r, max (c.g, c.b));
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vec3 res;
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if (cmax == cmin)
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res = vec3 (0, 0, 0);
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else
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{
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if (c.r == cmax)
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{
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if (c.g == cmin)
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{
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res.b = ((c.b - cmin) * s) / (cmax - cmin);
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res.g = 0.0;
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}
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else
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{
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res.g = ((c.g - cmin) * s) / (cmax - cmin);
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res.b = 0.0;
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}
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res.r = s;
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}
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else if (c.g == cmax)
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{
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if (c.r == cmin)
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{
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res.b = ((c.b - cmin) * s) / (cmax - cmin);
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res.r = 0.0;
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}
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else
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{
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res.r = ((c.r - cmin) * s) / (cmax - cmin);
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res.b = 0.0;
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}
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res.g = s;
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}
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else
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{
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if (c.r == cmin)
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{
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res.g = ((c.g - cmin) * s) / (cmax - cmin);
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res.r = 0.0;
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}
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else
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{
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res.r = ((c.r - cmin) * s) / (cmax - cmin);
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res.g = 0.0;
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}
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res.b = s;
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}
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}
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return res;
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}
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vec4
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color (vec4 Cs, vec4 Cb)
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{
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vec3 B = set_lum (Cs.rgb, lum (Cb.rgb));
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return composite (Cs, Cb, B);
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}
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vec4
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hue (vec4 Cs, vec4 Cb)
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{
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vec3 B = set_lum (set_sat (Cs.rgb, sat (Cb.rgb)), lum (Cb.rgb));
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return composite (Cs, Cb, B);
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}
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vec4
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saturation (vec4 Cs, vec4 Cb)
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{
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vec3 B = set_lum (set_sat (Cb.rgb, sat (Cs.rgb)), lum (Cb.rgb));
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return composite (Cs, Cb, B);
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}
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vec4
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luminosity (vec4 Cs, vec4 Cb)
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{
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vec3 B = set_lum (Cb.rgb, lum (Cs.rgb));
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return composite (Cs, Cb, B);
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}
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void main() {
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vec4 bottom_color = Texture(u_source, vUv);
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vec4 top_color = Texture(u_source2, vUv);
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vec4 result;
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if (u_mode == 0)
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result = normal(top_color, bottom_color);
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else if (u_mode == 1)
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result = multiply(top_color, bottom_color);
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else if (u_mode == 2)
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result = screen(top_color, bottom_color);
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else if (u_mode == 3)
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result = overlay(top_color, bottom_color);
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else if (u_mode == 4)
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result = darken(top_color, bottom_color);
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else if (u_mode == 5)
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result = lighten(top_color, bottom_color);
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else if (u_mode == 6)
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result = color_dodge(top_color, bottom_color);
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else if (u_mode == 7)
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result = color_burn(top_color, bottom_color);
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else if (u_mode == 8)
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result = hard_light(top_color, bottom_color);
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else if (u_mode == 9)
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result = soft_light(top_color, bottom_color);
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else if (u_mode == 10)
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result = difference(top_color, bottom_color);
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else if (u_mode == 11)
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result = exclusion(top_color, bottom_color);
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else if (u_mode == 12)
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result = color(top_color, bottom_color);
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else if (u_mode == 13)
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result = hue(top_color, bottom_color);
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else if (u_mode == 14)
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result = saturation(top_color, bottom_color);
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else if (u_mode == 15)
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result = luminosity(top_color, bottom_color);
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else
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discard;
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setOutputColor(result * u_alpha);
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}
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