#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! #extension GL_GOOGLE_include_directive : enable precision highp float; uniform int uBlendMode; out vec4 oFragColor; uniform sampler2D uStencilTexture; uniform sampler2D uPaintTexture; uniform sampler2D uDest; uniform vec2 uFramebufferSize; in vec2 vColorTexCoord; in vec2 vMaskTexCoord; vec4 sampleSrcColor(){ float coverage = texture(uStencilTexture, vMaskTexCoord). r; vec4 srcRGBA = texture(uPaintTexture, vColorTexCoord); return vec4(srcRGBA . rgb, srcRGBA . a * coverage); } vec4 sampleDestColor(){ vec2 destTexCoord = gl_FragCoord . xy / uFramebufferSize; return texture(uDest, destTexCoord); } vec4 blendColors(vec4 destRGBA, vec4 srcRGBA, vec3 blendedRGB){ return vec4(srcRGBA . a *(1.0 - destRGBA . a)* srcRGBA . rgb + srcRGBA . a * destRGBA . a * blendedRGB + (1.0 - srcRGBA . a)* destRGBA . a * destRGBA . rgb, 1.0); } vec3 select3(bvec3 cond, vec3 a, vec3 b){ return vec3(cond . x ? a . x : b . x, cond . y ? a . y : b . y, cond . z ? a . z : b . z); } void main(){ vec4 srcRGBA = sampleSrcColor(); vec4 destRGBA = sampleDestColor(); bool reversed = uBlendMode == 3; vec3 src = reversed ? srcRGBA . rgb : destRGBA . rgb; vec3 dest = reversed ? destRGBA . rgb : srcRGBA . rgb; vec3 multiply = src * dest; vec3 blended; if(uBlendMode == 0){ blended = multiply; } else { vec3 screen = dest + src - multiply; if(uBlendMode == 1) blended = screen; else blended = select3(lessThanEqual(src, vec3(0.5)), multiply, screen * 2.0 - 1.0); } oFragColor = blendColors(destRGBA, srcRGBA, blended); }