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-rw-r--r--gsk/gl/resources/blend.glsl310
1 files changed, 310 insertions, 0 deletions
diff --git a/gsk/gl/resources/blend.glsl b/gsk/gl/resources/blend.glsl
new file mode 100644
index 0000000000..22323402ac
--- /dev/null
+++ b/gsk/gl/resources/blend.glsl
@@ -0,0 +1,310 @@
+// VERTEX_SHADER:
+void main() {
+ gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
+
+ vUv = vec2(aUv.x, aUv.y);
+}
+
+// FRAGMENT_SHADER:
+uniform int u_mode;
+uniform sampler2D u_source2;
+
+float
+combine (float source, float backdrop)
+{
+ return source + backdrop * (1.0 - source);
+}
+
+vec4
+composite (vec4 Cs, vec4 Cb, vec3 B)
+{
+ float ao = Cs.a + Cb.a * (1.0 - Cs.a);
+ vec3 Co = (Cs.a*(1.0 - Cb.a)*Cs.rgb + Cs.a*Cb.a*B + (1.0 - Cs.a)*Cb.a*Cb.rgb) / ao;
+ return vec4(Co, ao);
+}
+
+vec4
+normal (vec4 Cs, vec4 Cb)
+{
+ return composite (Cs, Cb, Cs.rgb);
+}
+
+vec4
+multiply (vec4 Cs, vec4 Cb)
+{
+ return composite (Cs, Cb, Cs.rgb * Cb.rgb);
+}
+
+vec4
+difference (vec4 Cs, vec4 Cb)
+{
+ return composite (Cs, Cb, abs(Cs.rgb - Cb.rgb));
+}
+
+vec4
+screen (vec4 Cs, vec4 Cb)
+{
+ return composite (Cs, Cb, Cs.rgb + Cb.rgb - Cs.rgb * Cb.rgb);
+}
+
+float
+hard_light (float source, float backdrop)
+{
+ if (source <= 0.5)
+ return 2.0 * backdrop * source;
+ else
+ return 2.0 * (backdrop + source - backdrop * source) - 1.0;
+}
+
+vec4
+hard_light (vec4 Cs, vec4 Cb)
+{
+ vec3 B = vec3 (hard_light (Cs.r, Cb.r),
+ hard_light (Cs.g, Cb.g),
+ hard_light (Cs.b, Cb.b));
+ return composite (Cs, Cb, B);
+}
+
+float
+soft_light (float source, float backdrop)
+{
+ float db;
+
+ if (backdrop <= 0.25)
+ db = ((16.0 * backdrop - 12.0) * backdrop + 4.0) * backdrop;
+ else
+ db = sqrt (backdrop);
+
+ if (source <= 0.5)
+ return backdrop - (1.0 - 2.0 * source) * backdrop * (1.0 - backdrop);
+ else
+ return backdrop + (2.0 * source - 1.0) * (db - backdrop);
+}
+
+vec4
+soft_light (vec4 Cs, vec4 Cb)
+{
+ vec3 B = vec3 (soft_light (Cs.r, Cb.r),
+ soft_light (Cs.g, Cb.g),
+ soft_light (Cs.b, Cb.b));
+ return composite (Cs, Cb, B);
+}
+
+vec4
+overlay (vec4 Cs, vec4 Cb)
+{
+ vec3 B = vec3 (hard_light (Cb.r, Cs.r),
+ hard_light (Cb.g, Cs.g),
+ hard_light (Cb.b, Cs.b));
+ return composite (Cs, Cb, B);
+}
+
+vec4
+darken (vec4 Cs, vec4 Cb)
+{
+ vec3 B = min (Cs.rgb, Cb.rgb);
+ return composite (Cs, Cb, B);
+}
+
+vec4
+lighten (vec4 Cs, vec4 Cb)
+{
+ vec3 B = max (Cs.rgb, Cb.rgb);
+ return composite (Cs, Cb, B);
+}
+
+float
+color_dodge (float source, float backdrop)
+{
+ return (source == 1.0) ? source : min (backdrop / (1.0 - source), 1.0);
+}
+
+vec4
+color_dodge (vec4 Cs, vec4 Cb)
+{
+ vec3 B = vec3 (color_dodge (Cs.r, Cb.r),
+ color_dodge (Cs.g, Cb.g),
+ color_dodge (Cs.b, Cb.b));
+ return composite (Cs, Cb, B);
+}
+
+
+float
+color_burn (float source, float backdrop)
+{
+ return (source == 0.0) ? source : max ((1.0 - ((1.0 - backdrop) / source)), 0.0);
+}
+
+vec4
+color_burn (vec4 Cs, vec4 Cb)
+{
+ vec3 B = vec3 (color_burn (Cs.r, Cb.r),
+ color_burn (Cs.g, Cb.g),
+ color_burn (Cs.b, Cb.b));
+ return composite (Cs, Cb, B);
+}
+
+vec4
+exclusion (vec4 Cs, vec4 Cb)
+{
+ vec3 B = Cb.rgb + Cs.rgb - 2.0 * Cb.rgb * Cs.rgb;
+ return composite (Cs, Cb, B);
+}
+
+float
+lum (vec3 c)
+{
+ return 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;
+}
+
+vec3
+clip_color (vec3 c)
+{
+ float l = lum (c);
+ float n = min (c.r, min (c.g, c.b));
+ float x = max (c.r, max (c.g, c.b));
+ if (n < 0.0) c = l + (((c - l) * l) / (l - n));
+ if (x > 1.0) c = l + (((c - l) * (1.0 - l)) / (x - l));
+ return c;
+}
+
+vec3
+set_lum (vec3 c, float l)
+{
+ float d = l - lum (c);
+ return clip_color (vec3 (c.r + d, c.g + d, c.b + d));
+}
+
+float
+sat (vec3 c)
+{
+ return max (c.r, max (c.g, c.b)) - min (c.r, min (c.g, c.b));
+}
+
+vec3
+set_sat (vec3 c, float s)
+{
+ float cmin = min (c.r, min (c.g, c.b));
+ float cmax = max (c.r, max (c.g, c.b));
+ vec3 res;
+
+ if (cmax == cmin)
+ res = vec3 (0, 0, 0);
+ else
+ {
+ if (c.r == cmax)
+ {
+ if (c.g == cmin)
+ {
+ res.b = ((c.b - cmin) * s) / (cmax - cmin);
+ res.g = 0.0;
+ }
+ else
+ {
+ res.g = ((c.g - cmin) * s) / (cmax - cmin);
+ res.b = 0.0;
+ }
+ res.r = s;
+ }
+ else if (c.g == cmax)
+ {
+ if (c.r == cmin)
+ {
+ res.b = ((c.b - cmin) * s) / (cmax - cmin);
+ res.r = 0.0;
+ }
+ else
+ {
+ res.r = ((c.r - cmin) * s) / (cmax - cmin);
+ res.b = 0.0;
+ }
+ res.g = s;
+ }
+ else
+ {
+ if (c.r == cmin)
+ {
+ res.g = ((c.g - cmin) * s) / (cmax - cmin);
+ res.r = 0.0;
+ }
+ else
+ {
+ res.r = ((c.r - cmin) * s) / (cmax - cmin);
+ res.g = 0.0;
+ }
+ res.b = s;
+ }
+ }
+ return res;
+}
+
+vec4
+color (vec4 Cs, vec4 Cb)
+{
+ vec3 B = set_lum (Cs.rgb, lum (Cb.rgb));
+ return composite (Cs, Cb, B);
+}
+
+vec4
+hue (vec4 Cs, vec4 Cb)
+{
+ vec3 B = set_lum (set_sat (Cs.rgb, sat (Cb.rgb)), lum (Cb.rgb));
+ return composite (Cs, Cb, B);
+}
+
+vec4
+saturation (vec4 Cs, vec4 Cb)
+{
+ vec3 B = set_lum (set_sat (Cb.rgb, sat (Cs.rgb)), lum (Cb.rgb));
+ return composite (Cs, Cb, B);
+}
+
+vec4
+luminosity (vec4 Cs, vec4 Cb)
+{
+ vec3 B = set_lum (Cb.rgb, lum (Cs.rgb));
+ return composite (Cs, Cb, B);
+}
+
+void main() {
+ vec4 bottom_color = GskTexture(u_source, vUv);
+ vec4 top_color = GskTexture(u_source2, vUv);
+
+ vec4 result;
+ if (u_mode == 0)
+ result = normal(top_color, bottom_color);
+ else if (u_mode == 1)
+ result = multiply(top_color, bottom_color);
+ else if (u_mode == 2)
+ result = screen(top_color, bottom_color);
+ else if (u_mode == 3)
+ result = overlay(top_color, bottom_color);
+ else if (u_mode == 4)
+ result = darken(top_color, bottom_color);
+ else if (u_mode == 5)
+ result = lighten(top_color, bottom_color);
+ else if (u_mode == 6)
+ result = color_dodge(top_color, bottom_color);
+ else if (u_mode == 7)
+ result = color_burn(top_color, bottom_color);
+ else if (u_mode == 8)
+ result = hard_light(top_color, bottom_color);
+ else if (u_mode == 9)
+ result = soft_light(top_color, bottom_color);
+ else if (u_mode == 10)
+ result = difference(top_color, bottom_color);
+ else if (u_mode == 11)
+ result = exclusion(top_color, bottom_color);
+ else if (u_mode == 12)
+ result = color(top_color, bottom_color);
+ else if (u_mode == 13)
+ result = hue(top_color, bottom_color);
+ else if (u_mode == 14)
+ result = saturation(top_color, bottom_color);
+ else if (u_mode == 15)
+ result = luminosity(top_color, bottom_color);
+ else
+ discard;
+
+ gskSetOutputColor(result * u_alpha);
+}