pathfinder/shaders/tile_alpha_softlight.fs.glsl

38 lines
1.2 KiB
GLSL

#version 330
// pathfinder/shaders/tile_alpha_softlight.fs.glsl
//
// Copyright © 2020 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, 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);
}