pathfinder/shaders/tile_alpha_porterduff.fs.glsl

52 lines
1.5 KiB
GLSL

#version 330
// pathfinder/shaders/tile_alpha_porterduff.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.
// Porter-Duff blend modes not supported by the standard GPU blender.
#extension GL_GOOGLE_include_directive : enable
#define PORTER_DUFF_FACTOR_ZERO 0
#define PORTER_DUFF_FACTOR_DEST_ALPHA 1
#define PORTER_DUFF_FACTOR_SRC_ALPHA 2
#define PORTER_DUFF_FACTOR_ONE_MINUS_DEST_ALPHA 3
precision highp float;
uniform int uDestFactor;
uniform int uSrcFactor;
out vec4 oFragColor;
#include "tile_alpha_sample.inc.glsl"
vec4 getFactor(int factor, vec4 destRGBA, vec4 srcRGBA) {
if (factor == PORTER_DUFF_FACTOR_ZERO)
return vec4(0.0);
if (factor == PORTER_DUFF_FACTOR_DEST_ALPHA)
return vec4(destRGBA.a);
if (factor == PORTER_DUFF_FACTOR_SRC_ALPHA)
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;
}