#version 330 // pathfinder/shaders/tile_alpha_softlight.fs.glsl // // Copyright © 2020 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , at your // option. This file may not be copied, modified, or distributed // except according to those terms. // The soft light blend mode. #extension GL_GOOGLE_include_directive : enable precision highp float; out vec4 oFragColor; #include "tile_alpha_sample.inc.glsl" void main() { vec4 srcRGBA = sampleSrcColor(); vec4 destRGBA = sampleDestColor(); // B(Cb, Cs) = Cb*(1 + (2*Cs - 1)*X) // where X = if Cs <= 0.5 then 1 - Cb else D - 1 // and D = if Cb <= 0.25 then (16*Cb - 12)*Cb + 4 else 1/sqrt(Cb) vec3 dest = destRGBA.rgb, src = srcRGBA.rgb; bvec3 destDark = lessThanEqual(dest, vec3(0.25)), srcDark = lessThanEqual(src, vec3(0.5)); vec3 d = select3(destDark, (dest * 16.0 - 12.0) * dest + 4.0, inversesqrt(dest)); vec3 x = select3(srcDark, vec3(1.0) - dest, d - 1.0); vec3 blended = dest * ((src * 2.0 - 1.0) * x + 1.0); oFragColor = blendColors(destRGBA, srcRGBA, blended); }