/* * Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include #include "tvgGlShaderSrc.h" #define TVG_COMPOSE_SHADER(shader) #shader const char* COLOR_VERT_SHADER = TVG_COMPOSE_SHADER( uniform float uDepth; \n layout(location = 0) in vec2 aLocation; \n layout(std140) uniform Matrix { \n mat4 transform; \n } uMatrix; \n void main() \n { \n vec4 pos = uMatrix.transform * vec4(aLocation, 0.0, 1.0); \n pos.z = uDepth; \n gl_Position = pos; \n }); const char* COLOR_FRAG_SHADER = TVG_COMPOSE_SHADER( layout(std140) uniform ColorInfo { \n vec4 solidColor; \n } uColorInfo; \n out vec4 FragColor; \n void main() \n { \n vec4 uColor = uColorInfo.solidColor; \n FragColor = vec4(uColor.rgb * uColor.a, uColor.a); \n }); const char* GRADIENT_VERT_SHADER = TVG_COMPOSE_SHADER( uniform float uDepth; \n layout(location = 0) in vec2 aLocation; \n out vec2 vPos; \n layout(std140) uniform Matrix { \n mat4 transform; \n } uMatrix; \n layout(std140) uniform InvMatrix { \n mat4 transform; \n } uInvMatrix; \n \n void main() \n { \n vec4 glPos = uMatrix.transform * vec4(aLocation, 0.0, 1.0); \n glPos.z = uDepth; \n gl_Position = glPos; \n vec4 pos = uInvMatrix.transform * vec4(aLocation, 0.0, 1.0); \n vPos = pos.xy / pos.w; \n }); std::string STR_GRADIENT_FRAG_COMMON_VARIABLES = TVG_COMPOSE_SHADER( const int MAX_STOP_COUNT = 16; \n in vec2 vPos; \n ); std::string STR_GRADIENT_FRAG_COMMON_FUNCTIONS = TVG_COMPOSE_SHADER( float gradientStep(float edge0, float edge1, float x) \n { \n // linear \n x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); \n return x; \n } \n \n float gradientStop(int index) \n { \n if (index >= MAX_STOP_COUNT) index = MAX_STOP_COUNT - 1; \n int i = index / 4; \n int j = index % 4; \n return uGradientInfo.stopPoints[i][j]; \n } \n \n float gradientWrap(float d) \n { \n int spread = int(uGradientInfo.nStops[2]); \n \n if (spread == 0) { /* pad */ \n return clamp(d, 0.0, 1.0); \n } \n \n if (spread == 1) { /* Reflect */ \n float n = mod(d, 2.0); \n if (n > 1.0) \n { \n n = 2.0 - n; \n } \n return n; \n } \n \n if (spread == 2) { /* Repeat */ \n float n = mod(d, 1.0); \n if (n < 0.0) \n { \n n += 1.0 + n; \n } \n return n; \n } \n } \n \n vec4 gradient(float t, float d, float l) \n { \n float dist = d * 2.0 / l; \n vec4 col = vec4(0.0); \n int i = 0; \n int count = int(uGradientInfo.nStops[0]); \n if (t <= gradientStop(0)) \n { \n col = uGradientInfo.stopColors[0]; \n } \n else if (t >= gradientStop(count - 1)) \n { \n col = uGradientInfo.stopColors[count - 1]; \n if (int(uGradientInfo.nStops[2]) == 2 && (1.0 - t) < dist) { \n float dd = (1.0 - t) / dist; \n float alpha = dd; \n col *= alpha; \n col += uGradientInfo.stopColors[0] * (1. - alpha);\n } \n } \n else \n { \n for (i = 0; i < count - 1; ++i) \n { \n float stopi = gradientStop(i); \n float stopi1 = gradientStop(i + 1); \n if (t >= stopi && t <= stopi1) \n { \n col = (uGradientInfo.stopColors[i] * (1. - gradientStep(stopi, stopi1, t))); \n col += (uGradientInfo.stopColors[i + 1] * gradientStep(stopi, stopi1, t)); \n if (int(uGradientInfo.nStops[2]) == 2 && abs(d) > dist) { \n if (i == 0 && (t - stopi) < dist) { \n float dd = (t - stopi) / dist; \n float alpha = dd; \n col *= alpha; \n vec4 nc = uGradientInfo.stopColors[0] * (1.0 - (t - stopi)); \n nc += uGradientInfo.stopColors[count - 1] * (t - stopi); \n col += nc * (1.0 - alpha); \n } else if (i == count - 2 && (1.0 - t) < dist) { \n float dd = (1.0 - t) / dist; \n float alpha = dd; \n col *= alpha; \n col += (uGradientInfo.stopColors[0]) * (1.0 - alpha); \n } \n } \n break; \n } \n } \n } \n \n return col; \n } \n \n vec3 ScreenSpaceDither(vec2 vScreenPos) \n { \n vec3 vDither = vec3(dot(vec2(171.0, 231.0), vScreenPos.xy)); \n vDither.rgb = fract(vDither.rgb / vec3(103.0, 71.0, 97.0)); \n return vDither.rgb / 255.0; \n }); std::string STR_LINEAR_GRADIENT_VARIABLES = TVG_COMPOSE_SHADER( layout(std140) uniform GradientInfo { \n vec4 nStops; \n vec2 gradStartPos; \n vec2 gradEndPos; \n vec4 stopPoints[MAX_STOP_COUNT / 4]; \n vec4 stopColors[MAX_STOP_COUNT]; \n } uGradientInfo ; \n ); std::string STR_LINEAR_GRADIENT_MAIN = TVG_COMPOSE_SHADER( out vec4 FragColor; \n void main() \n { \n vec2 pos = vPos; \n vec2 st = uGradientInfo.gradStartPos; \n vec2 ed = uGradientInfo.gradEndPos; \n \n vec2 ba = ed - st; \n \n float d = dot(pos - st, ba) / dot(ba, ba); \n \n float t = gradientWrap(d); \n \n vec4 color = gradient(t, d, length(pos - st)); \n \n FragColor = vec4(color.rgb * color.a, color.a); \n }); std::string STR_RADIAL_GRADIENT_VARIABLES = TVG_COMPOSE_SHADER( layout(std140) uniform GradientInfo { \n vec4 nStops; \n vec4 centerPos; \n vec2 radius; \n vec4 stopPoints[MAX_STOP_COUNT / 4]; \n vec4 stopColors[MAX_STOP_COUNT]; \n } uGradientInfo ; \n ); std::string STR_RADIAL_GRADIENT_MAIN = TVG_COMPOSE_SHADER( out vec4 FragColor; \n \n mat3 radial_matrix(vec2 p0, vec2 p1) \n { \n mat3 a = mat3(0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); \n mat3 b = mat3(p1.y - p0.y, p0.x - p1.x, 0.0, p1.x - p0.x, p1.y - p0.y, 0.0, p0.x, p0.y, 1.0); \n return a * inverse(b); \n } \n \n vec2 compute_radial_t(vec2 c0, float r0, vec2 c1, float r1, vec2 pos) \n { \n const float scalar_nearly_zero = 1.0 / float(1 << 12); \n float d_center = distance(c0, c1); \n float d_radius = r1 - r0; \n bool radial = d_center < scalar_nearly_zero; \n bool strip = abs(d_radius) < scalar_nearly_zero; \n \n if (radial) { \n if (strip) return vec2(0.0, -1.0); \n \n float scale = 1.0 / d_radius; \n float scale_sign = sign(d_radius); \n float bias = r0 / d_radius; \n vec2 pt = (pos - c0) * scale; \n float t = length(pt) * scale_sign - bias; \n return vec2(t, 1.0); \n } else if (strip) { \n mat3 transform = radial_matrix(c0, c1); \n float r = r0 / d_center; \n float r_2 = r * r; \n vec2 pt = (transform * vec3(pos.xy, 1.0)).xy; \n float t = r_2 - pt.y * pt.y; \n \n if (t < 0.0) return vec2(0.0, -1.0); \n \n t = pt.x + sqrt(t); \n return vec2(t, 1.0); \n } else { \n float f = r0 / (r0 - r1); \n bool is_swapped = abs(f - 1.0) < scalar_nearly_zero; \n if (is_swapped) { \n vec2 c = c0; \n c0 = c1; \n c1 = c; \n f = 0.0; \n } \n vec2 cf = c0 * (1.0 - f) + c1 * f; \n mat3 transform = radial_matrix(cf, c1); \n \n float scale_x = abs(1.0 - f); \n float scale_y = scale_x; \n float r1 = abs(r1 - r0) / d_center; \n bool is_focal_on_circle = abs(r1 - 1.0) < scalar_nearly_zero; \n if (is_focal_on_circle) { \n scale_x *= 0.5; \n scale_y *= 0.5; \n } else { \n scale_x *= r1 / (r1 * r1 - 1.0); \n scale_y /= sqrt(abs(r1 * r1 - 1.0)); \n } \n transform = mat3(scale_x, 0.0, 0.0, 0.0, scale_y, 0.0, 0.0, 0.0, 1.0) * transform; \n \n vec2 pt = (transform * vec3(pos.xy, 1.0)).xy; \n \n float inv_r1 = 1.0 / r1; \n float d_radius_sign = sign(1.0 - f); \n bool is_well_behaved = !is_focal_on_circle && r1 > 1.0; \n \n float x_t = -1.0; \n if (is_focal_on_circle) x_t = dot(pt, pt) / pt.x; \n else if (is_well_behaved) x_t = length(pt) - pt.x * inv_r1; \n else { \n float temp = pt.x * pt.x - pt.y * pt.y; \n if (temp >= 0.0) { \n if (is_swapped || d_radius_sign < 0.0) { \n x_t = -sqrt(temp) - pt.x * inv_r1; \n } else { \n x_t = sqrt(temp) - pt.x * inv_r1; \n } \n } \n } \n \n if (!is_well_behaved && x_t < 0.0) return vec2(0.0, -1.0); \n \n float t = f + d_radius_sign * x_t; \n if (is_swapped) t = 1.0 - t; \n return vec2(t, 1.0); \n } \n } \n \n void main() \n { \n vec2 pos = vPos; \n vec2 res = compute_radial_t(uGradientInfo.centerPos.xy, \n uGradientInfo.radius.x, \n uGradientInfo.centerPos.zw, \n uGradientInfo.radius.y, \n pos); \n if (res.y < 0.0) { \n FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n return; \n } \n float t = gradientWrap(res.x); \n vec4 color = gradient(t, res.x, length(pos - uGradientInfo.centerPos.xy)); \n FragColor = vec4(color.rgb * color.a, color.a); \n } ); std::string STR_LINEAR_GRADIENT_FRAG_SHADER = STR_GRADIENT_FRAG_COMMON_VARIABLES + STR_LINEAR_GRADIENT_VARIABLES + STR_GRADIENT_FRAG_COMMON_FUNCTIONS + STR_LINEAR_GRADIENT_MAIN; const char* LINEAR_GRADIENT_FRAG_SHADER = STR_LINEAR_GRADIENT_FRAG_SHADER.c_str(); std::string STR_RADIAL_GRADIENT_FRAG_SHADER = STR_GRADIENT_FRAG_COMMON_VARIABLES + STR_RADIAL_GRADIENT_VARIABLES + STR_GRADIENT_FRAG_COMMON_FUNCTIONS + STR_RADIAL_GRADIENT_MAIN; const char* RADIAL_GRADIENT_FRAG_SHADER = STR_RADIAL_GRADIENT_FRAG_SHADER.c_str(); const char* IMAGE_VERT_SHADER = TVG_COMPOSE_SHADER( uniform float uDepth; \n layout (location = 0) in vec2 aLocation; \n layout (location = 1) in vec2 aUV; \n layout (std140) uniform Matrix { \n mat4 transform; \n } uMatrix; \n \n out vec2 vUV; \n \n void main() { \n vUV = aUV; \n vec4 pos = uMatrix.transform * vec4(aLocation, 0.0, 1.0); \n pos.z = uDepth; \n gl_Position = pos; \n } \n ); const char* IMAGE_FRAG_SHADER = TVG_COMPOSE_SHADER( layout(std140) uniform ColorInfo { \n int format; \n int flipY; \n int opacity; \n int dummy; \n } uColorInfo; \n \n uniform sampler2D uTexture; \n in vec2 vUV; \n out vec4 FragColor; \n \n void main() { \n vec2 uv = vUV; \n if (uColorInfo.flipY == 1) { uv.y = 1.0 - uv.y; } \n vec4 color = texture(uTexture, uv); \n vec4 result; \n if (uColorInfo.format == 0) { /* FMT_ABGR8888 */ \n result = color; \n } else if (uColorInfo.format == 1) { /* FMT_ARGB8888 */ \n result = color.bgra; \n } else if (uColorInfo.format == 2) { /* FMT_ABGR8888S */ \n result = vec4(color.rgb * color.a, color.a); \n } else if (uColorInfo.format == 3) { /* FMT_ARGB8888S */ \n result = vec4(color.bgr * color.a, color.a); \n } \n float opacity = float(uColorInfo.opacity) / 255.0; \n FragColor = result * opacity; \n } \n ); const char* MASK_VERT_SHADER = TVG_COMPOSE_SHADER( uniform float uDepth; \n layout(location = 0) in vec2 aLocation; \n layout(location = 1) in vec2 aUV; \n \n out vec2 vUV; \n \n void main() { \n vUV = aUV; \n \n gl_Position = vec4(aLocation, uDepth, 1.0); \n } \n ); const char* MASK_ALPHA_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n \n FragColor = srcColor * maskColor.a; \n } \n ); const char* MASK_INV_ALPHA_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n \n FragColor = srcColor *(1.0 - maskColor.a); \n } \n ); const char* MASK_LUMA_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n \n if (maskColor.a > 0.000001) { \n maskColor = vec4(maskColor.rgb / maskColor.a, maskColor.a); \n } \n \n FragColor = \n srcColor * (0.299 * maskColor.r + 0.587 * maskColor.g + 0.114 * maskColor.b) * maskColor.a; \n } \n ); const char* MASK_INV_LUMA_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n \n float luma = (0.299 * maskColor.r + 0.587 * maskColor.g + 0.114 * maskColor.b); \n FragColor = srcColor * (1.0 - luma); \n } \n ); const char* MASK_ADD_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n \n vec4 color = srcColor + maskColor * (1.0 - srcColor.a); \n \n FragColor = min(color, vec4(1.0, 1.0, 1.0, 1.0)) ; \n } \n ); const char* MASK_SUB_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n float a = srcColor.a - maskColor.a; \n \n if (a < 0.0 || srcColor.a == 0.0) { \n FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n } else { \n vec3 srcRgb = srcColor.rgb / srcColor.a; \n FragColor = vec4(srcRgb * a, a); \n } \n } \n ); const char* MASK_INTERSECT_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n \n \n FragColor = maskColor * srcColor.a; \n } \n ); const char* MASK_DIFF_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n \n float da = srcColor.a - maskColor.a; \n \n if (da == 0.0) { \n FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n } else if (da > 0.0) { \n FragColor = srcColor * da; \n } else { \n FragColor = maskColor * (-da); \n } \n } \n ); const char* MASK_DARKEN_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n if (srcColor.a > 0.0) srcColor.rgb /= srcColor.a; \n float alpha = min(srcColor.a, maskColor.a); \n \n FragColor = vec4(srcColor.rgb * alpha, alpha); \n } \n ); const char* MASK_LIGHTEN_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n uniform sampler2D uMaskTexture; \n \n in vec2 vUV; \n \n out vec4 FragColor; \n \n void main() { \n vec4 srcColor = texture(uSrcTexture, vUV); \n vec4 maskColor = texture(uMaskTexture, vUV); \n if (srcColor.a > 0.0) srcColor.rgb /= srcColor.a; \n float alpha = max(srcColor.a, maskColor.a); \n \n FragColor = vec4(srcColor.rgb * alpha, alpha); \n } \n ); const char* STENCIL_VERT_SHADER = TVG_COMPOSE_SHADER( uniform float uDepth; \n layout(location = 0) in vec2 aLocation; \n layout(std140) uniform Matrix { \n mat4 transform; \n } uMatrix; \n void main() \n { \n vec4 pos = uMatrix.transform * vec4(aLocation, 0.0, 1.0); \n pos.z = uDepth; \n gl_Position = pos; \n }); const char* STENCIL_FRAG_SHADER = TVG_COMPOSE_SHADER( out vec4 FragColor; \n void main() { FragColor = vec4(0.0); } \n ); const char* BLIT_VERT_SHADER = TVG_COMPOSE_SHADER( layout(location = 0) in vec2 aLocation; \n layout(location = 1) in vec2 aUV; \n out vec2 vUV; \n void main() { \n vUV = aUV; \n gl_Position = vec4(aLocation, 0.0, 1.0); \n } ); const char* BLIT_FRAG_SHADER = TVG_COMPOSE_SHADER( uniform sampler2D uSrcTexture; \n in vec2 vUV; \n out vec4 FragColor; \n void main() { \n FragColor = texture(uSrcTexture, vUV); \n } ); #define COMPLEX_BLEND_HEADER R"( \ uniform sampler2D uSrcTexture; \ uniform sampler2D uDstTexture; \ \ in vec2 vUV; \ out vec4 FragColor; \ )" const char* MULTIPLY_BLEND_FRAG = COMPLEX_BLEND_HEADER R"( void main() { vec4 srcColor = texture(uSrcTexture, vUV); vec4 dstColor = texture(uDstTexture, vUV); FragColor = srcColor * dstColor; } )"; #define SCREEN_BLEND_FUNC R"( \ vec4 screenBlend(vec4 srcColor, vec4 dstColor) { \ return dstColor + srcColor - (dstColor * srcColor); \ } \ )" #define HARD_LIGHT_BLEND_FUNC R"( \ vec4 hardLightBlend(vec4 srcColor, vec4 dstColor) { \ return vec4(srcColor.r < 0.5 ? 2.0 * srcColor.r * dstColor.r : 1.0 - 2.0 * (1.0 - srcColor.r) * (1.0 - dstColor.r), \ srcColor.g < 0.5 ? 2.0 * srcColor.g * dstColor.g : 1.0 - 2.0 * (1.0 - srcColor.g) * (1.0 - dstColor.g), \ srcColor.b < 0.5 ? 2.0 * srcColor.b * dstColor.b : 1.0 - 2.0 * (1.0 - srcColor.b) * (1.0 - dstColor.b), \ 1.0); \ } \ )" #define SOFT_LIGHT_BLEND_FUNC R"( \ float softLightD(float v) { \ if (v <= 0.25) return ((16.0 * v - 12.0) * v + 4.0) * v; \ else return sqrt(v); \ } \ )" const char* SCREEN_BLEND_FRAG = COMPLEX_BLEND_HEADER SCREEN_BLEND_FUNC R"( void main() { vec4 srcColor = texture(uSrcTexture, vUV); vec4 dstColor = texture(uDstTexture, vUV); FragColor = screenBlend(srcColor, dstColor); } )"; const char* OVERLAY_BLEND_FRAG = COMPLEX_BLEND_HEADER HARD_LIGHT_BLEND_FUNC R"( void main() { vec4 srcColor = texture(uSrcTexture, vUV); vec4 dstColor = texture(uDstTexture, vUV); FragColor = hardLightBlend(dstColor, srcColor); } )"; const char* COLOR_DODGE_BLEND_FRAG = COMPLEX_BLEND_HEADER R"( void main() { vec4 srcColor = texture(uSrcTexture, vUV); vec4 dstColor = texture(uDstTexture, vUV); FragColor = vec4( srcColor.r < 1.0 ? dstColor.r / (1.0 - srcColor.r) : (dstColor.r > 0.0 ? 1.0 : 0.0), srcColor.g < 1.0 ? dstColor.g / (1.0 - srcColor.g) : (dstColor.g > 0.0 ? 1.0 : 0.0), srcColor.b < 1.0 ? dstColor.b / (1.0 - srcColor.b) : (dstColor.b > 0.0 ? 1.0 : 0.0), 1.0 ); } )"; const char* COLOR_BURN_BLEND_FRAG = COMPLEX_BLEND_HEADER R"( void main() { vec4 srcColor = texture(uSrcTexture, vUV); vec4 dstColor = texture(uDstTexture, vUV); FragColor = vec4( srcColor.r > 0.0 ? (1.0 - (1.0 - dstColor.r) / srcColor.r) : (dstColor.r < 1.0 ? 0.0 : 1.0), srcColor.g > 0.0 ? (1.0 - (1.0 - dstColor.g) / srcColor.g) : (dstColor.g < 1.0 ? 0.0 : 1.0), srcColor.b > 0.0 ? (1.0 - (1.0 - dstColor.b) / srcColor.b) : (dstColor.b < 1.0 ? 0.0 : 1.0), 1.0 ); } )"; const char* HARD_LIGHT_BLEND_FRAG = COMPLEX_BLEND_HEADER HARD_LIGHT_BLEND_FUNC R"( void main() { vec4 srcColor = texture(uSrcTexture, vUV); vec4 dstColor = texture(uDstTexture, vUV); FragColor = hardLightBlend(srcColor, dstColor); } )"; const char* SOFT_LIGHT_BLEND_FRAG = COMPLEX_BLEND_HEADER SOFT_LIGHT_BLEND_FUNC R"( void main() { vec4 srcColor = texture(uSrcTexture, vUV); vec4 dstColor = texture(uDstTexture, vUV); FragColor = vec4( srcColor.r <= 0.5 ? dstColor.r - (1.0 - 2.0 * srcColor.r) * dstColor.r * (1.0 - dstColor.r) : dstColor.r + (2.0 * srcColor.r - 1.0) * (softLightD(dstColor.r) - dstColor.r), srcColor.g <= 0.5 ? dstColor.g - (1.0 - 2.0 * srcColor.g) * dstColor.g * (1.0 - dstColor.g) : dstColor.g + (2.0 * srcColor.g - 1.0) * (softLightD(dstColor.g) - dstColor.g), srcColor.b <= 0.5 ? dstColor.b - (1.0 - 2.0 * srcColor.b) * dstColor.b * (1.0 - dstColor.b) : dstColor.b + (2.0 * srcColor.b - 1.0) * (softLightD(dstColor.b) - dstColor.b), 1.0 ); } )"; const char* DIFFERENCE_BLEND_FRAG = COMPLEX_BLEND_HEADER R"( void main() { vec4 srcColor = texture(uSrcTexture, vUV); vec4 dstColor = texture(uDstTexture, vUV); FragColor = abs(dstColor - srcColor); } )"; const char* EXCLUSION_BLEND_FRAG = COMPLEX_BLEND_HEADER R"( void main() { vec4 srcColor = texture(uSrcTexture, vUV); vec4 dstColor = texture(uDstTexture, vUV); FragColor = dstColor + srcColor - (2.0 * dstColor * srcColor); } )";