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