forked from AuroraMiddleware/gtk
gsk: Use consistent naming for blend fragment shader
This should make it immediately clear if we're doing something wrong.
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9c86579e47
commit
c052443633
@ -28,35 +28,35 @@ vec3 BlendLighten(vec3 Cb, vec3 Cs) {
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}
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void main() {
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vec4 mask = Texture(parentMap, vUv);
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vec4 diffuse = Texture(map, vUv);
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vec4 Cb = Texture(parentMap, vUv);
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vec4 Cs = Texture(map, vUv);
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vec3 res;
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if (blendMode == 0) {
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res = diffuse.xyz;
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res = Cs.xyz;
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}
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else if (blendMode == 1) {
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res = BlendMultiply(mask.xyz, diffuse.xyz);
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res = BlendMultiply(Cb.xyz, Cs.xyz);
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}
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else if (blendMode == 2) {
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res = BlendScreen(mask.xyz, diffuse.xyz);
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res = BlendScreen(Cb.xyz, Cs.xyz);
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}
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else if (blendMode == 3) {
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res = BlendOverlay(mask.xyz, diffuse.xyz);
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res = BlendOverlay(Cb.xyz, Cs.xyz);
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}
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else if (blendMode == 4) {
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res = BlendDarken(mask.xyz, diffuse.xyz);
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res = BlendDarken(Cb.xyz, Cs.xyz);
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}
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else if (blendMode == 5) {
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res = BlendLighten(mask.xyz, diffuse.xyz);
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res = BlendLighten(Cb.xyz, Cs.xyz);
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}
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else if (blendMode == 8) {
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res = BlendHardLight(mask.xyz, diffuse.xyz);
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res = BlendHardLight(Cb.xyz, Cs.xyz);
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}
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else {
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// Use red for debugging missing blend modes
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res = vec3(1.0, 0.0, 0.0);
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}
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setOutputColor(vec4(res, diffuse.a * alpha));
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setOutputColor(vec4(res, Cs.a * alpha));
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}
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