686 lines
17 KiB
GLSL
686 lines
17 KiB
GLSL
#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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vec4 sampleColor(sampler2D colorTexture, vec2 colorTexCoord){
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return texture(colorTexture, colorTexCoord);
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}
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vec4 combineColor0(vec4 destColor, vec4 srcColor, int op){
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switch(op){
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case 0x1 :
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return vec4(srcColor . rgb, srcColor . a * destColor . a);
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case 0x2 :
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return vec4(destColor . rgb, srcColor . a * destColor . a);
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}
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return destColor;
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}
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float filterTextSample1Tap(float offset, sampler2D colorTexture, vec2 colorTexCoord){
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return texture(colorTexture, colorTexCoord + vec2(offset, 0.0)). r;
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}
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void filterTextSample9Tap(out vec4 outAlphaLeft,
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out float outAlphaCenter,
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out vec4 outAlphaRight,
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sampler2D colorTexture,
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vec2 colorTexCoord,
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vec4 kernel,
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float onePixel){
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bool wide = kernel . x > 0.0;
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outAlphaLeft =
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vec4(wide ? filterTextSample1Tap(- 4.0 * onePixel, colorTexture, colorTexCoord): 0.0,
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filterTextSample1Tap(- 3.0 * onePixel, colorTexture, colorTexCoord),
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filterTextSample1Tap(- 2.0 * onePixel, colorTexture, colorTexCoord),
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filterTextSample1Tap(- 1.0 * onePixel, colorTexture, colorTexCoord));
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outAlphaCenter = filterTextSample1Tap(0.0, colorTexture, colorTexCoord);
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outAlphaRight =
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vec4(filterTextSample1Tap(1.0 * onePixel, colorTexture, colorTexCoord),
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filterTextSample1Tap(2.0 * onePixel, colorTexture, colorTexCoord),
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filterTextSample1Tap(3.0 * onePixel, colorTexture, colorTexCoord),
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wide ? filterTextSample1Tap(4.0 * onePixel, colorTexture, colorTexCoord): 0.0);
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}
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float filterTextConvolve7Tap(vec4 alpha0, vec3 alpha1, vec4 kernel){
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return dot(alpha0, kernel)+ dot(alpha1, kernel . zyx);
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}
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float filterTextGammaCorrectChannel(float bgColor, float fgColor, sampler2D gammaLUT){
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return texture(gammaLUT, vec2(fgColor, 1.0 - bgColor)). r;
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}
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vec3 filterTextGammaCorrect(vec3 bgColor, vec3 fgColor, sampler2D gammaLUT){
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return vec3(filterTextGammaCorrectChannel(bgColor . r, fgColor . r, gammaLUT),
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filterTextGammaCorrectChannel(bgColor . g, fgColor . g, gammaLUT),
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filterTextGammaCorrectChannel(bgColor . b, fgColor . b, gammaLUT));
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}
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vec4 filterText(vec2 colorTexCoord,
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sampler2D colorTexture,
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sampler2D gammaLUT,
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vec2 colorTextureSize,
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vec4 filterParams0,
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vec4 filterParams1,
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vec4 filterParams2){
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vec4 kernel = filterParams0;
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vec3 bgColor = filterParams1 . rgb;
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vec3 fgColor = filterParams2 . rgb;
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bool gammaCorrectionEnabled = filterParams2 . a != 0.0;
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vec3 alpha;
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if(kernel . w == 0.0){
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alpha = texture(colorTexture, colorTexCoord). rrr;
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} else {
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vec4 alphaLeft, alphaRight;
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float alphaCenter;
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filterTextSample9Tap(alphaLeft,
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alphaCenter,
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alphaRight,
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colorTexture,
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colorTexCoord,
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kernel,
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1.0 / colorTextureSize . x);
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float r = filterTextConvolve7Tap(alphaLeft, vec3(alphaCenter, alphaRight . xy), kernel);
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float g = filterTextConvolve7Tap(vec4(alphaLeft . yzw, alphaCenter), alphaRight . xyz, kernel);
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float b = filterTextConvolve7Tap(vec4(alphaLeft . zw, alphaCenter, alphaRight . x),
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alphaRight . yzw,
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kernel);
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alpha = vec3(r, g, b);
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}
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if(gammaCorrectionEnabled)
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alpha = filterTextGammaCorrect(bgColor, alpha, gammaLUT);
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return vec4(mix(bgColor, fgColor, alpha), 1.0);
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}
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vec4 filterRadialGradient(vec2 colorTexCoord,
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sampler2D colorTexture,
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vec2 colorTextureSize,
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vec2 fragCoord,
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vec2 framebufferSize,
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vec4 filterParams0,
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vec4 filterParams1){
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vec2 lineFrom = filterParams0 . xy, lineVector = filterParams0 . zw;
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vec2 radii = filterParams1 . xy, uvOrigin = filterParams1 . zw;
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vec2 dP = colorTexCoord - lineFrom, dC = lineVector;
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float dR = radii . y - radii . x;
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float a = dot(dC, dC)- dR * dR;
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float b = dot(dP, dC)+ radii . x * dR;
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float c = dot(dP, dP)- radii . x * radii . x;
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float discrim = b * b - a * c;
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vec4 color = vec4(0.0);
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if(discrim != 0.0){
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vec2 ts = vec2(sqrt(discrim)* vec2(1.0, - 1.0)+ vec2(b))/ vec2(a);
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if(ts . x > ts . y)
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ts = ts . yx;
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float t = ts . x >= 0.0 ? ts . x : ts . y;
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color = texture(colorTexture, uvOrigin + vec2(t, 0.0));
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}
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return color;
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}
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vec4 filterBlur(vec2 colorTexCoord,
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sampler2D colorTexture,
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vec2 colorTextureSize,
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vec4 filterParams0,
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vec4 filterParams1){
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vec2 srcOffsetScale = filterParams0 . xy / colorTextureSize;
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int support = int(filterParams0 . z);
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vec3 gaussCoeff = filterParams1 . xyz;
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float gaussSum = gaussCoeff . x;
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vec4 color = texture(colorTexture, colorTexCoord)* gaussCoeff . x;
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gaussCoeff . xy *= gaussCoeff . yz;
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for(int i = 1;i <= support;i += 2){
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float gaussPartialSum = gaussCoeff . x;
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gaussCoeff . xy *= gaussCoeff . yz;
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gaussPartialSum += gaussCoeff . x;
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vec2 srcOffset = srcOffsetScale *(float(i)+ gaussCoeff . x / gaussPartialSum);
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color +=(texture(colorTexture, colorTexCoord - srcOffset)+
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texture(colorTexture, colorTexCoord + srcOffset))* gaussPartialSum;
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gaussSum += 2.0 * gaussPartialSum;
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gaussCoeff . xy *= gaussCoeff . yz;
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}
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return color / gaussSum;
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}
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vec4 filterColorMatrix(vec2 colorTexCoord,
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sampler2D colorTexture,
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vec4 filterParams0,
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vec4 filterParams1,
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vec4 filterParams2,
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vec4 filterParams3,
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vec4 filterParams4){
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vec4 srcColor = texture(colorTexture, colorTexCoord);
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mat4 colorMatrix = mat4(filterParams0, filterParams1, filterParams2, filterParams3);
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return colorMatrix * srcColor + filterParams4;
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}
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vec4 filterNone(vec2 colorTexCoord, sampler2D colorTexture){
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return sampleColor(colorTexture, colorTexCoord);
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}
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vec4 filterColor(vec2 colorTexCoord,
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sampler2D colorTexture,
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sampler2D gammaLUT,
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vec2 colorTextureSize,
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vec2 fragCoord,
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vec2 framebufferSize,
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vec4 filterParams0,
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vec4 filterParams1,
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vec4 filterParams2,
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vec4 filterParams3,
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vec4 filterParams4,
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int colorFilter){
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switch(colorFilter){
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case 0x1 :
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return filterRadialGradient(colorTexCoord,
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colorTexture,
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colorTextureSize,
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fragCoord,
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framebufferSize,
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filterParams0,
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filterParams1);
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case 0x3 :
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return filterBlur(colorTexCoord,
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colorTexture,
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colorTextureSize,
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filterParams0,
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filterParams1);
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case 0x2 :
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return filterText(colorTexCoord,
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colorTexture,
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gammaLUT,
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colorTextureSize,
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filterParams0,
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filterParams1,
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filterParams2);
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case 0x4 :
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return filterColorMatrix(colorTexCoord,
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colorTexture,
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filterParams0,
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filterParams1,
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filterParams2,
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filterParams3,
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filterParams4);
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}
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return filterNone(colorTexCoord, colorTexture);
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}
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vec3 compositeSelect(bvec3 cond, vec3 ifTrue, vec3 ifFalse){
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return vec3(cond . x ? ifTrue . x : ifFalse . x,
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cond . y ? ifTrue . y : ifFalse . y,
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cond . z ? ifTrue . z : ifFalse . z);
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}
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float compositeDivide(float num, float denom){
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return denom != 0.0 ? num / denom : 0.0;
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}
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vec3 compositeColorDodge(vec3 destColor, vec3 srcColor){
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bvec3 destZero = equal(destColor, vec3(0.0)), srcOne = equal(srcColor, vec3(1.0));
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return compositeSelect(destZero,
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vec3(0.0),
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compositeSelect(srcOne, vec3(1.0), destColor /(vec3(1.0)- srcColor)));
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}
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vec3 compositeHSLToRGB(vec3 hsl){
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float a = hsl . y * min(hsl . z, 1.0 - hsl . z);
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vec3 ks = mod(vec3(0.0, 8.0, 4.0)+ vec3(hsl . x * 1.9098593171027443), 12.0);
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return hsl . zzz - clamp(min(ks - vec3(3.0), vec3(9.0)- ks), - 1.0, 1.0)* a;
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}
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vec3 compositeRGBToHSL(vec3 rgb){
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float v = max(max(rgb . r, rgb . g), rgb . b), xMin = min(min(rgb . r, rgb . g), rgb . b);
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float c = v - xMin, l = mix(xMin, v, 0.5);
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vec3 terms = rgb . r == v ? vec3(0.0, rgb . gb):
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rgb . g == v ? vec3(2.0, rgb . br):
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vec3(4.0, rgb . rg);
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float h = 1.0471975511965976 * compositeDivide(terms . x * c + terms . y - terms . z, c);
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float s = compositeDivide(c, v);
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return vec3(h, s, l);
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}
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vec3 compositeScreen(vec3 destColor, vec3 srcColor){
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return destColor + srcColor - destColor * srcColor;
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}
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vec3 compositeHardLight(vec3 destColor, vec3 srcColor){
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return compositeSelect(lessThanEqual(srcColor, vec3(0.5)),
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destColor * vec3(2.0)* srcColor,
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compositeScreen(destColor, vec3(2.0)* srcColor - vec3(1.0)));
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}
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vec3 compositeSoftLight(vec3 destColor, vec3 srcColor){
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vec3 darkenedDestColor =
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compositeSelect(lessThanEqual(destColor, vec3(0.25)),
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((vec3(16.0)* destColor - 12.0)* destColor + 4.0)* destColor,
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sqrt(destColor));
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vec3 factor = compositeSelect(lessThanEqual(srcColor, vec3(0.5)),
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destColor *(vec3(1.0)- destColor),
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darkenedDestColor - destColor);
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return destColor +(srcColor * 2.0 - 1.0)* factor;
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}
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vec3 compositeHSL(vec3 destColor, vec3 srcColor, int op){
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switch(op){
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case 0xc :
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return vec3(srcColor . x, destColor . y, destColor . z);
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case 0xd :
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return vec3(destColor . x, srcColor . y, destColor . z);
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case 0xe :
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return vec3(srcColor . x, srcColor . y, destColor . z);
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default :
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return vec3(destColor . x, destColor . y, srcColor . z);
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}
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}
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vec3 compositeRGB(vec3 destColor, vec3 srcColor, int op){
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switch(op){
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case 0x1 :
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return destColor * srcColor;
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case 0x2 :
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return compositeScreen(destColor, srcColor);
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case 0x3 :
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return compositeHardLight(srcColor, destColor);
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case 0x4 :
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return min(destColor, srcColor);
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case 0x5 :
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return max(destColor, srcColor);
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case 0x6 :
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return compositeColorDodge(destColor, srcColor);
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case 0x7 :
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return vec3(1.0)- compositeColorDodge(vec3(1.0)- destColor, vec3(1.0)- srcColor);
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case 0x8 :
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return compositeHardLight(destColor, srcColor);
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case 0x9 :
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return compositeSoftLight(destColor, srcColor);
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case 0xa :
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return abs(destColor - srcColor);
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case 0xb :
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return destColor + srcColor - vec3(2.0)* destColor * srcColor;
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case 0xc :
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case 0xd :
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case 0xe :
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case 0xf :
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return compositeHSLToRGB(compositeHSL(compositeRGBToHSL(destColor),
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compositeRGBToHSL(srcColor),
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op));
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}
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return srcColor;
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}
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vec4 composite(vec4 srcColor,
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sampler2D destTexture,
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vec2 destTextureSize,
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vec2 fragCoord,
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int op){
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if(op == 0x0)
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return srcColor;
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vec2 destTexCoord = fragCoord / destTextureSize;
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vec4 destColor = texture(destTexture, destTexCoord);
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vec3 blendedRGB = compositeRGB(destColor . rgb, srcColor . rgb, op);
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return vec4(srcColor . a *(1.0 - destColor . a)* srcColor . rgb +
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srcColor . a * destColor . a * blendedRGB +
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(1.0 - srcColor . a)* destColor . rgb,
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1.0);
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}
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float sampleMask(float maskAlpha,
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sampler2D maskTexture,
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vec2 maskTextureSize,
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vec3 maskTexCoord,
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int maskCtrl){
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if(maskCtrl == 0)
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return maskAlpha;
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ivec2 maskTexCoordI = ivec2(floor(maskTexCoord . xy));
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vec4 texel = texture(maskTexture,(vec2(maskTexCoordI / ivec2(1, 4))+ 0.5)/ maskTextureSize);
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float coverage = texel[maskTexCoordI . y % 4]+ maskTexCoord . z;
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if((maskCtrl & 0x1)!= 0)
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coverage = abs(coverage);
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else
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coverage = 1.0 - abs(1.0 - mod(coverage, 2.0));
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return min(maskAlpha, coverage);
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}
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vec4 calculateColor(vec2 fragCoord,
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sampler2D colorTexture0,
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sampler2D maskTexture0,
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sampler2D destTexture,
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sampler2D gammaLUT,
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vec2 colorTextureSize0,
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vec2 maskTextureSize0,
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vec4 filterParams0,
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vec4 filterParams1,
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vec4 filterParams2,
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vec4 filterParams3,
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vec4 filterParams4,
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vec2 framebufferSize,
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int ctrl,
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vec3 maskTexCoord0,
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vec2 colorTexCoord0,
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vec4 baseColor,
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int tileCtrl){
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int maskCtrl0 =(tileCtrl >> 0)& 0x3;
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float maskAlpha = 1.0;
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maskAlpha = sampleMask(maskAlpha, maskTexture0, maskTextureSize0, maskTexCoord0, maskCtrl0);
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vec4 color = baseColor;
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int color0Combine =(ctrl >> 8)&
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0x3;
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if(color0Combine != 0){
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int color0Filter =(ctrl >> 4)& 0xf;
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vec4 color0 = filterColor(colorTexCoord0,
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colorTexture0,
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gammaLUT,
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colorTextureSize0,
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fragCoord,
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framebufferSize,
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filterParams0,
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filterParams1,
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filterParams2,
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filterParams3,
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filterParams4,
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color0Filter);
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color = combineColor0(color, color0, color0Combine);
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}
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color . a *= maskAlpha;
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int compositeOp =(ctrl >> 10)& 0xf;
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color = composite(color, destTexture, framebufferSize, fragCoord, compositeOp);
|
|
|
|
|
|
color . rgb *= color . a;
|
|
return color;
|
|
}
|
|
|
|
|
|
uniform sampler2D uColorTexture0;
|
|
uniform sampler2D uMaskTexture0;
|
|
uniform sampler2D uDestTexture;
|
|
uniform sampler2D uGammaLUT;
|
|
uniform vec2 uColorTextureSize0;
|
|
uniform vec2 uMaskTextureSize0;
|
|
uniform vec2 uFramebufferSize;
|
|
|
|
in vec3 vMaskTexCoord0;
|
|
in vec2 vColorTexCoord0;
|
|
in vec4 vBaseColor;
|
|
in float vTileCtrl;
|
|
in vec4 vFilterParams0;
|
|
in vec4 vFilterParams1;
|
|
in vec4 vFilterParams2;
|
|
in vec4 vFilterParams3;
|
|
in vec4 vFilterParams4;
|
|
in float vCtrl;
|
|
|
|
out vec4 oFragColor;
|
|
|
|
|
|
|
|
|
|
|
|
void main(){
|
|
oFragColor = calculateColor(gl_FragCoord . xy,
|
|
uColorTexture0,
|
|
uMaskTexture0,
|
|
uDestTexture,
|
|
uGammaLUT,
|
|
uColorTextureSize0,
|
|
uMaskTextureSize0,
|
|
vFilterParams0,
|
|
vFilterParams1,
|
|
vFilterParams2,
|
|
vFilterParams3,
|
|
vFilterParams4,
|
|
uFramebufferSize,
|
|
int(vCtrl),
|
|
vMaskTexCoord0,
|
|
vColorTexCoord0,
|
|
vBaseColor,
|
|
int(vTileCtrl));
|
|
}
|
|
|