gtk2/gsk/resources/glsl/blend.fs.glsl

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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 Cs = Texture(uSource, vUv);
vec4 Cb = Texture(uMask, vUv);
vec3 res;
if (uBlendMode == 0) {
res = Cs.xyz;
}
else if (uBlendMode == 1) {
res = BlendMultiply(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 2) {
res = BlendScreen(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 3) {
res = BlendOverlay(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 4) {
res = BlendDarken(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 5) {
res = BlendLighten(Cb.xyz, Cs.xyz);
}
else if (uBlendMode == 8) {
res = BlendHardLight(Cb.xyz, Cs.xyz);
}
else {
// Use red for debugging missing blend modes
res = vec3(1.0, 0.0, 0.0);
}
setOutputColor(vec4(res, Cs.a * uAlpha));
}