/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ vec3 Multiply(vec3 Cb, vec3 Cs) { return Cb * Cs; } vec3 Screen(vec3 Cb, vec3 Cs) { return Cb + Cs - (Cb * Cs); } vec3 HardLight(vec3 Cb, vec3 Cs) { vec3 m = Multiply(Cb, 2.0 * Cs); vec3 s = Screen(Cb, 2.0 * Cs - 1.0); vec3 edge = vec3(0.5, 0.5, 0.5); return mix(m, s, step(edge, Cs)); } // TODO: Worth doing with mix/step? Check GLSL output. float ColorDodge(float Cb, float Cs) { if (Cb == 0.0) return 0.0; else if (Cs == 1.0) return 1.0; else return min(1.0, Cb / (1.0 - Cs)); } // TODO: Worth doing with mix/step? Check GLSL output. float ColorBurn(float Cb, float Cs) { if (Cb == 1.0) return 1.0; else if (Cs == 0.0) return 0.0; else return 1.0 - min(1.0, (1.0 - Cb) / Cs); } float SoftLight(float Cb, float Cs) { if (Cs <= 0.5) { return Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb); } else { float D; if (Cb <= 0.25) D = ((16.0 * Cb - 12.0) * Cb + 4.0) * Cb; else D = sqrt(Cb); return Cb + (2.0 * Cs - 1.0) * (D - Cb); } } vec3 Difference(vec3 Cb, vec3 Cs) { return abs(Cb - Cs); } vec3 Exclusion(vec3 Cb, vec3 Cs) { return Cb + Cs - 2.0 * Cb * Cs; } // These functions below are taken from the spec. // There's probably a much quicker way to implement // them in GLSL... float Sat(vec3 c) { return max(c.r, max(c.g, c.b)) - min(c.r, min(c.g, c.b)); } float Lum(vec3 c) { vec3 f = vec3(0.3, 0.59, 0.11); return dot(c, f); } vec3 ClipColor(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 SetLum(vec3 C, float l) { float d = l - Lum(C); return ClipColor(C + d); } void SetSatInner(inout float Cmin, inout float Cmid, inout float Cmax, float s) { if (Cmax > Cmin) { Cmid = (((Cmid - Cmin) * s) / (Cmax - Cmin)); Cmax = s; } else { Cmid = 0.0; Cmax = 0.0; } Cmin = 0.0; } vec3 SetSat(vec3 C, float s) { if (C.r <= C.g) { if (C.g <= C.b) { SetSatInner(C.r, C.g, C.b, s); } else { if (C.r <= C.b) { SetSatInner(C.r, C.b, C.g, s); } else { SetSatInner(C.b, C.r, C.g, s); } } } else { if (C.r <= C.b) { SetSatInner(C.g, C.r, C.b, s); } else { if (C.g <= C.b) { SetSatInner(C.g, C.b, C.r, s); } else { SetSatInner(C.b, C.g, C.r, s); } } } return C; } vec3 Hue(vec3 Cb, vec3 Cs) { return SetLum(SetSat(Cs, Sat(Cb)), Lum(Cb)); } vec3 Saturation(vec3 Cb, vec3 Cs) { return SetLum(SetSat(Cb, Sat(Cs)), Lum(Cb)); } vec3 Color(vec3 Cb, vec3 Cs) { return SetLum(Cs, Lum(Cb)); } vec3 Luminosity(vec3 Cb, vec3 Cs) { return SetLum(Cb, Lum(Cs)); } void main(void) { vec3 Cs = Texture(sDiffuse, vColorTexCoord).xyz; vec3 Cb = Texture(sMask, vMaskTexCoord).xyz; // TODO: Relies on the ordering of MixBlendMode enum! // TODO: May be best to have separate shaders (esp. on Tegra) int blend_mode = int(uBlendParams.x); // Return yellow if none of the branches match (shouldn't happen). vec3 result = vec3(1.0, 1.0, 0.0); if (blend_mode == 2) { result = Screen(Cb, Cs); } else if (blend_mode == 3) { result = HardLight(Cs, Cb); // Overlay is inverse of Hardlight } else if (blend_mode == 6) { result.r = ColorDodge(Cb.r, Cs.r); result.g = ColorDodge(Cb.g, Cs.g); result.b = ColorDodge(Cb.b, Cs.b); } else if (blend_mode == 7) { result.r = ColorBurn(Cb.r, Cs.r); result.g = ColorBurn(Cb.g, Cs.g); result.b = ColorBurn(Cb.b, Cs.b); } else if (blend_mode == 8) { result = HardLight(Cb, Cs); } else if (blend_mode == 9) { result.r = SoftLight(Cb.r, Cs.r); result.g = SoftLight(Cb.g, Cs.g); result.b = SoftLight(Cb.b, Cs.b); } else if (blend_mode == 10) { result = Difference(Cb, Cs); } else if (blend_mode == 11) { result = Exclusion(Cb, Cs); } else if (blend_mode == 12) { result = Hue(Cb, Cs); } else if (blend_mode == 13) { result = Saturation(Cb, Cs); } else if (blend_mode == 14) { result = Color(Cb, Cs); } else if (blend_mode == 15) { result = Luminosity(Cb, Cs); } // TODO: Handle output alpha correctly. SetFragColor(vec4(result, 1.0)); }