2020-02-25 14:37:42 -05:00
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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uniform int uBurn;
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out vec4 oFragColor;
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uniform sampler2D uStencilTexture;
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uniform sampler2D uPaintTexture;
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uniform sampler2D uDest;
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uniform vec2 uFramebufferSize;
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in vec2 vColorTexCoord;
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in vec2 vMaskTexCoord;
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2020-02-26 15:43:07 -05:00
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in float vOpacity;
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2020-02-25 14:37:42 -05:00
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vec4 sampleSrcColor(){
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float coverage = texture(uStencilTexture, vMaskTexCoord). r;
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vec4 srcRGBA = texture(uPaintTexture, vColorTexCoord);
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2020-02-26 15:43:07 -05:00
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return vec4(srcRGBA . rgb, srcRGBA . a * coverage * vOpacity);
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2020-02-25 14:37:42 -05:00
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}
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vec4 sampleDestColor(){
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vec2 destTexCoord = gl_FragCoord . xy / uFramebufferSize;
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return texture(uDest, destTexCoord);
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}
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vec4 blendColors(vec4 destRGBA, vec4 srcRGBA, vec3 blendedRGB){
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return vec4(srcRGBA . a *(1.0 - destRGBA . a)* srcRGBA . rgb +
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srcRGBA . a * destRGBA . a * blendedRGB +
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(1.0 - srcRGBA . a)* destRGBA . a * destRGBA . rgb,
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1.0);
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}
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vec3 select3(bvec3 cond, vec3 a, vec3 b){
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return vec3(cond . x ? a . x : b . x, cond . y ? a . y : b . y, cond . z ? a . z : b . z);
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}
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void main(){
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vec4 srcRGBA = sampleSrcColor();
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vec4 destRGBA = sampleDestColor();
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vec3 dest = uBurn == 0 ? destRGBA . rgb : vec3(1.0)- destRGBA . rgb;
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vec3 src = uBurn == 0 ? vec3(1.0)- srcRGBA . rgb : srcRGBA . rgb;
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bvec3 srcNonzero = notEqual(src, vec3(0.0));
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vec3 blended = min(vec3(srcNonzero . x ? dest . x / src . x : 1.0,
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srcNonzero . y ? dest . y / src . y : 1.0,
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srcNonzero . z ? dest . z / src . z : 1.0),
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vec3(1.0));
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if(uBurn != 0)
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blended = vec3(1.0)- blended;
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oFragColor = blendColors(destRGBA, srcRGBA, blended);
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}
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