#line 1 /* 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/. */ #define COMPOSITE_KIND_MIX_BLEND_MODE 0 #define COMPOSITE_KIND_FILTER 1 uniform sampler2D sCache; vec3 rgbToHsv(vec3 c) { float value = max(max(c.r, c.g), c.b); float chroma = value - min(min(c.r, c.g), c.b); if (chroma == 0.0) { return vec3(0.0); } float saturation = chroma / value; float hue; if (c.r == value) hue = (c.g - c.b) / chroma; else if (c.g == value) hue = 2.0 + (c.b - c.r) / chroma; else // if (c.b == value) hue = 4.0 + (c.r - c.g) / chroma; hue *= 1.0/6.0; if (hue < 0.0) hue += 1.0; return vec3(hue, saturation, value); } vec3 hsvToRgb(vec3 c) { if (c.s == 0.0) { return vec3(c.z); } float hue = c.x * 6.0; int sector = int(hue); float residualHue = hue - float(sector); vec3 pqt = c.z * vec3(1.0 - c.y, 1.0 - c.y * residualHue, 1.0 - c.y * (1.0 - residualHue)); if (sector == 0) return vec3(c.z, pqt.z, pqt.x); if (sector == 1) return vec3(pqt.y, c.z, pqt.x); if (sector == 2) return vec3(pqt.x, c.z, pqt.z); if (sector == 3) return vec3(pqt.x, pqt.y, c.z); if (sector == 4) return vec3(pqt.z, pqt.x, c.z); return vec3(c.z, pqt.x, pqt.y); } float gauss(float x, float sigma) { if (sigma == 0.0) return 1.0; return (1.0 / sqrt(6.283185307179586 * sigma * sigma)) * exp(-(x * x) / (2.0 * sigma * sigma)); } vec4 Blur(float radius, vec2 direction) { // TODO(gw): Support blur in WR2! return vec4(1, 1, 1, 1); } vec4 Contrast(vec4 Cs, float amount) { return vec4(Cs.rgb * amount - 0.5 * amount + 0.5, 1.0); } vec4 Grayscale(vec4 Cs, float amount) { float ia = 1.0 - amount; return mat4(vec4(0.2126 + 0.7874 * ia, 0.2126 - 0.2126 * ia, 0.2126 - 0.2126 * ia, 0.0), vec4(0.7152 - 0.7152 * ia, 0.7152 + 0.2848 * ia, 0.7152 - 0.7152 * ia, 0.0), vec4(0.0722 - 0.0722 * ia, 0.0722 - 0.0722 * ia, 0.0722 + 0.9278 * ia, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * Cs; } vec4 HueRotate(vec4 Cs, float amount) { vec3 CsHsv = rgbToHsv(Cs.rgb); CsHsv.x = mod(CsHsv.x + amount / 6.283185307179586, 1.0); return vec4(hsvToRgb(CsHsv), Cs.a); } vec4 Invert(vec4 Cs, float amount) { return mix(Cs, vec4(1.0, 1.0, 1.0, Cs.a) - vec4(Cs.rgb, 0.0), amount); } vec4 Saturate(vec4 Cs, float amount) { return vec4(hsvToRgb(min(vec3(1.0, amount, 1.0) * rgbToHsv(Cs.rgb), vec3(1.0))), Cs.a); } vec4 Sepia(vec4 Cs, float amount) { float ia = 1.0 - amount; return mat4(vec4(0.393 + 0.607 * ia, 0.349 - 0.349 * ia, 0.272 - 0.272 * ia, 0.0), vec4(0.769 - 0.769 * ia, 0.686 + 0.314 * ia, 0.534 - 0.534 * ia, 0.0), vec4(0.189 - 0.189 * ia, 0.168 - 0.168 * ia, 0.131 + 0.869 * ia, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * Cs; } 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) { vec4 Cs = texture(sCache, vUv1); vec4 Cb = texture(sCache, vUv0); // TODO(gw): This is a hack that's (probably) wrong. // Instead of drawing the tile rect, draw the // stacking context bounds instead? if (Cs.a == 0.0) { oFragColor = Cb; return; } int kind = vInfo.x; int op = vInfo.y; float amount = vAmount; // Return yellow if none of the branches match (shouldn't happen). vec4 result = vec4(1.0, 1.0, 0.0, 1.0); switch (kind) { case COMPOSITE_KIND_MIX_BLEND_MODE: if (op == 2) { result.rgb = Screen(Cb.rgb, Cs.rgb); } else if (op == 3) { result.rgb = HardLight(Cs.rgb, Cb.rgb); // Overlay is inverse of Hardlight } else if (op == 6) { result.r = ColorDodge(Cb.r, Cs.r); result.g = ColorDodge(Cb.g, Cs.g); result.b = ColorDodge(Cb.b, Cs.b); } else if (op == 7) { result.r = ColorBurn(Cb.r, Cs.r); result.g = ColorBurn(Cb.g, Cs.g); result.b = ColorBurn(Cb.b, Cs.b); } else if (op == 8) { result.rgb = HardLight(Cb.rgb, Cs.rgb); } else if (op == 9) { result.r = SoftLight(Cb.r, Cs.r); result.g = SoftLight(Cb.g, Cs.g); result.b = SoftLight(Cb.b, Cs.b); } else if (op == 10) { result.rgb = Difference(Cb.rgb, Cs.rgb); } else if (op == 11) { result.rgb = Exclusion(Cb.rgb, Cs.rgb); } else if (op == 12) { result.rgb = Hue(Cb.rgb, Cs.rgb); } else if (op == 13) { result.rgb = Saturation(Cb.rgb, Cs.rgb); } else if (op == 14) { result.rgb = Color(Cb.rgb, Cs.rgb); } else if (op == 15) { result.rgb = Luminosity(Cb.rgb, Cs.rgb); } break; case COMPOSITE_KIND_FILTER: if (op == 0) { // Gaussian blur is specially handled: result = Cs;// Blur(amount, vec2(0,0)); } else { if (op == 1) { result = Contrast(Cs, amount); } else if (op == 2) { result = Grayscale(Cs, amount); } else if (op == 3) { result = HueRotate(Cs, amount); } else if (op == 4) { result = Invert(Cs, amount); } else if (op == 5) { result = Saturate(Cs, amount); } else if (op == 6) { result = Sepia(Cs, amount); } } break; } oFragColor = result; }