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gl_engine: luma visual differneces fix
https://github.com/thorvg/thorvg/issues/3045
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parent
7730b1d632
commit
72a1b0339b
1 changed files with 3 additions and 4 deletions
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@ -442,7 +442,7 @@ void main() { \n
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const char* MASK_LUMA_FRAG_SHADER = TVG_COMPOSE_SHADER(
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const char* MASK_LUMA_FRAG_SHADER = TVG_COMPOSE_SHADER(
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uniform sampler2D uSrcTexture; \n
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uniform sampler2D uSrcTexture; \n
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uniform sampler2D uMaskTexture; \n
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uniform sampler2D uMaskTexture; \n
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\n
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\n
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in vec2 vUV; \n
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in vec2 vUV; \n
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\n
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\n
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out vec4 FragColor; \n
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out vec4 FragColor; \n
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@ -455,8 +455,7 @@ void main() {
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maskColor = vec4(maskColor.rgb / maskColor.a, maskColor.a); \n
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maskColor = vec4(maskColor.rgb / maskColor.a, maskColor.a); \n
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} \n
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} \n
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\n
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\n
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FragColor = \n
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FragColor = srcColor * dot(maskColor.rgb, vec3(0.2125, 0.7154, 0.0721)) * maskColor.a; \n
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srcColor * (0.299 * maskColor.r + 0.587 * maskColor.g + 0.114 * maskColor.b) * maskColor.a; \n
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} \n
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} \n
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);
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);
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@ -472,7 +471,7 @@ void main() {
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vec4 srcColor = texture(uSrcTexture, vUV); \n
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vec4 srcColor = texture(uSrcTexture, vUV); \n
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vec4 maskColor = texture(uMaskTexture, vUV); \n
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vec4 maskColor = texture(uMaskTexture, vUV); \n
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\n
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\n
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float luma = (0.299 * maskColor.r + 0.587 * maskColor.g + 0.114 * maskColor.b); \n
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float luma = dot(maskColor.rgb, vec3(0.2125, 0.7154, 0.0721)); \n
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FragColor = srcColor * (1.0 - luma); \n
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FragColor = srcColor * (1.0 - luma); \n
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} \n
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} \n
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);
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);
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