#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! #extension GL_GOOGLE_include_directive : enable precision highp float; uniform int uDestFactor; uniform int uSrcFactor; 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); } vec4 getFactor(int factor, vec4 destRGBA, vec4 srcRGBA){ if(factor == 0) return vec4(0.0); if(factor == 1) return vec4(destRGBA . a); if(factor == 2) return vec4(srcRGBA . a); return vec4(1.0 - destRGBA . a); } void main(){ vec4 srcRGBA = sampleSrcColor(); vec4 destRGBA = sampleDestColor(); vec4 destFactor = getFactor(uDestFactor, destRGBA, srcRGBA); vec4 srcFactor = getFactor(uSrcFactor, destRGBA, srcRGBA); vec4 blended = destFactor * destRGBA * vec4(destRGBA . aaa, 1.0)+ srcFactor * srcRGBA * vec4(srcRGBA . aaa, 1.0); oFragColor = blended; }