mirror of
https://github.com/thorvg/thorvg.git
synced 2025-06-08 13:43:43 +00:00
754 lines
53 KiB
C++
754 lines
53 KiB
C++
/*
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* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <string>
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#include "tvgGlShaderSrc.h"
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#define TVG_COMPOSE_SHADER(shader) #shader
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const char* COLOR_VERT_SHADER = TVG_COMPOSE_SHADER(
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uniform float uDepth; \n
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layout(location = 0) in vec2 aLocation; \n
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layout(std140) uniform Matrix { \n
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mat4 transform; \n
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} uMatrix; \n
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void main() \n
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{ \n
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vec4 pos = uMatrix.transform * vec4(aLocation, 0.0, 1.0); \n
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pos.z = uDepth; \n
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gl_Position = pos; \n
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});
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const char* COLOR_FRAG_SHADER = TVG_COMPOSE_SHADER(
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layout(std140) uniform ColorInfo { \n
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vec4 solidColor; \n
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} uColorInfo; \n
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out vec4 FragColor; \n
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void main() \n
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{ \n
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vec4 uColor = uColorInfo.solidColor; \n
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FragColor = vec4(uColor.rgb * uColor.a, uColor.a); \n
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});
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const char* GRADIENT_VERT_SHADER = TVG_COMPOSE_SHADER(
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uniform float uDepth; \n
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layout(location = 0) in vec2 aLocation; \n
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out vec2 vPos; \n
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layout(std140) uniform Matrix { \n
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mat4 transform; \n
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} uMatrix; \n
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layout(std140) uniform InvMatrix { \n
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mat4 transform; \n
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} uInvMatrix; \n
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\n
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void main() \n
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{ \n
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vec4 glPos = uMatrix.transform * vec4(aLocation, 0.0, 1.0); \n
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glPos.z = uDepth; \n
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gl_Position = glPos; \n
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vec4 pos = uInvMatrix.transform * vec4(aLocation, 0.0, 1.0); \n
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vPos = pos.xy / pos.w; \n
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});
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std::string STR_GRADIENT_FRAG_COMMON_VARIABLES = TVG_COMPOSE_SHADER(
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const int MAX_STOP_COUNT = 16; \n
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in vec2 vPos; \n
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);
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std::string STR_GRADIENT_FRAG_COMMON_FUNCTIONS = TVG_COMPOSE_SHADER(
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float gradientStep(float edge0, float edge1, float x) \n
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{ \n
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// linear \n
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x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); \n
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return x; \n
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} \n
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\n
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float gradientStop(int index) \n
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{ \n
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if (index >= MAX_STOP_COUNT) index = MAX_STOP_COUNT - 1; \n
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int i = index / 4; \n
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int j = index % 4; \n
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return uGradientInfo.stopPoints[i][j]; \n
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} \n
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\n
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float gradientWrap(float d) \n
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{ \n
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int spread = int(uGradientInfo.nStops[2]); \n
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\n
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if (spread == 0) { /* pad */ \n
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return clamp(d, 0.0, 1.0); \n
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} \n
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\n
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if (spread == 1) { /* Reflect */ \n
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float n = mod(d, 2.0); \n
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if (n > 1.0) \n
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{ \n
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n = 2.0 - n; \n
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} \n
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return n; \n
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} \n
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\n
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if (spread == 2) { /* Repeat */ \n
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float n = mod(d, 1.0); \n
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if (n < 0.0) \n
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{ \n
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n += 1.0 + n; \n
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} \n
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return n; \n
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} \n
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} \n
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\n
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vec4 gradient(float t, float d, float l) \n
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{ \n
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float dist = d * 2.0 / l; \n
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vec4 col = vec4(0.0); \n
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int i = 0; \n
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int count = int(uGradientInfo.nStops[0]); \n
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if (t <= gradientStop(0)) \n
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{ \n
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col = uGradientInfo.stopColors[0]; \n
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} \n
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else if (t >= gradientStop(count - 1)) \n
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{ \n
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col = uGradientInfo.stopColors[count - 1]; \n
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if (int(uGradientInfo.nStops[2]) == 2 && (1.0 - t) < dist) { \n
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float dd = (1.0 - t) / dist; \n
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float alpha = dd; \n
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col *= alpha; \n
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col += uGradientInfo.stopColors[0] * (1. - alpha);\n
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} \n
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} \n
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else \n
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{ \n
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for (i = 0; i < count - 1; ++i) \n
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{ \n
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float stopi = gradientStop(i); \n
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float stopi1 = gradientStop(i + 1); \n
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if (t >= stopi && t <= stopi1) \n
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{ \n
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col = (uGradientInfo.stopColors[i] * (1. - gradientStep(stopi, stopi1, t))); \n
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col += (uGradientInfo.stopColors[i + 1] * gradientStep(stopi, stopi1, t)); \n
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if (int(uGradientInfo.nStops[2]) == 2 && abs(d) > dist) { \n
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if (i == 0 && (t - stopi) < dist) { \n
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float dd = (t - stopi) / dist; \n
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float alpha = dd; \n
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col *= alpha; \n
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vec4 nc = uGradientInfo.stopColors[0] * (1.0 - (t - stopi)); \n
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nc += uGradientInfo.stopColors[count - 1] * (t - stopi); \n
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col += nc * (1.0 - alpha); \n
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} else if (i == count - 2 && (1.0 - t) < dist) { \n
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float dd = (1.0 - t) / dist; \n
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float alpha = dd; \n
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col *= alpha; \n
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col += (uGradientInfo.stopColors[0]) * (1.0 - alpha); \n
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} \n
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} \n
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break; \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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return col; \n
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} \n
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\n
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vec3 ScreenSpaceDither(vec2 vScreenPos) \n
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{ \n
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vec3 vDither = vec3(dot(vec2(171.0, 231.0), vScreenPos.xy)); \n
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vDither.rgb = fract(vDither.rgb / vec3(103.0, 71.0, 97.0)); \n
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return vDither.rgb / 255.0; \n
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});
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std::string STR_LINEAR_GRADIENT_VARIABLES = TVG_COMPOSE_SHADER(
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layout(std140) uniform GradientInfo { \n
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vec4 nStops; \n
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vec2 gradStartPos; \n
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vec2 gradEndPos; \n
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vec4 stopPoints[MAX_STOP_COUNT / 4]; \n
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vec4 stopColors[MAX_STOP_COUNT]; \n
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} uGradientInfo ; \n
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);
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std::string STR_LINEAR_GRADIENT_MAIN = TVG_COMPOSE_SHADER(
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out vec4 FragColor; \n
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void main() \n
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{ \n
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vec2 pos = vPos; \n
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vec2 st = uGradientInfo.gradStartPos; \n
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vec2 ed = uGradientInfo.gradEndPos; \n
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\n
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vec2 ba = ed - st; \n
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\n
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float d = dot(pos - st, ba) / dot(ba, ba); \n
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\n
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float t = gradientWrap(d); \n
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\n
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vec4 color = gradient(t, d, length(pos - st)); \n
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\n
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FragColor = vec4(color.rgb * color.a, color.a); \n
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});
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std::string STR_RADIAL_GRADIENT_VARIABLES = TVG_COMPOSE_SHADER(
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layout(std140) uniform GradientInfo { \n
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vec4 nStops; \n
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vec4 centerPos; \n
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vec2 radius; \n
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vec4 stopPoints[MAX_STOP_COUNT / 4]; \n
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vec4 stopColors[MAX_STOP_COUNT]; \n
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} uGradientInfo ; \n
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);
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std::string STR_RADIAL_GRADIENT_MAIN = TVG_COMPOSE_SHADER(
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out vec4 FragColor; \n
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\n
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mat3 radial_matrix(vec2 p0, vec2 p1) \n
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{ \n
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mat3 a = mat3(0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); \n
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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
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return a * inverse(b); \n
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} \n
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\n
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vec2 compute_radial_t(vec2 c0, float r0, vec2 c1, float r1, vec2 pos) \n
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{ \n
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const float scalar_nearly_zero = 1.0 / float(1 << 12); \n
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float d_center = distance(c0, c1); \n
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float d_radius = r1 - r0; \n
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bool radial = d_center < scalar_nearly_zero; \n
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bool strip = abs(d_radius) < scalar_nearly_zero; \n
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\n
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if (radial) { \n
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if (strip) return vec2(0.0, -1.0); \n
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\n
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float scale = 1.0 / d_radius; \n
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float scale_sign = sign(d_radius); \n
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float bias = r0 / d_radius; \n
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vec2 pt = (pos - c0) * scale; \n
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float t = length(pt) * scale_sign - bias; \n
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return vec2(t, 1.0); \n
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} else if (strip) { \n
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mat3 transform = radial_matrix(c0, c1); \n
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float r = r0 / d_center; \n
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float r_2 = r * r; \n
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vec2 pt = (transform * vec3(pos.xy, 1.0)).xy; \n
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float t = r_2 - pt.y * pt.y; \n
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\n
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if (t < 0.0) return vec2(0.0, -1.0); \n
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\n
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t = pt.x + sqrt(t); \n
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return vec2(t, 1.0); \n
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} else { \n
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float f = r0 / (r0 - r1); \n
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bool is_swapped = abs(f - 1.0) < scalar_nearly_zero; \n
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if (is_swapped) { \n
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vec2 c = c0; \n
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c0 = c1; \n
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c1 = c; \n
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f = 0.0; \n
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} \n
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vec2 cf = c0 * (1.0 - f) + c1 * f; \n
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mat3 transform = radial_matrix(cf, c1); \n
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\n
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float scale_x = abs(1.0 - f); \n
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float scale_y = scale_x; \n
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float r1 = abs(r1 - r0) / d_center; \n
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bool is_focal_on_circle = abs(r1 - 1.0) < scalar_nearly_zero; \n
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if (is_focal_on_circle) { \n
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scale_x *= 0.5; \n
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scale_y *= 0.5; \n
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} else { \n
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scale_x *= r1 / (r1 * r1 - 1.0); \n
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scale_y /= sqrt(abs(r1 * r1 - 1.0)); \n
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} \n
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transform = mat3(scale_x, 0.0, 0.0, 0.0, scale_y, 0.0, 0.0, 0.0, 1.0) * transform; \n
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\n
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vec2 pt = (transform * vec3(pos.xy, 1.0)).xy; \n
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\n
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float inv_r1 = 1.0 / r1; \n
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float d_radius_sign = sign(1.0 - f); \n
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bool is_well_behaved = !is_focal_on_circle && r1 > 1.0; \n
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\n
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float x_t = -1.0; \n
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if (is_focal_on_circle) x_t = dot(pt, pt) / pt.x; \n
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else if (is_well_behaved) x_t = length(pt) - pt.x * inv_r1; \n
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else { \n
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float temp = pt.x * pt.x - pt.y * pt.y; \n
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if (temp >= 0.0) { \n
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if (is_swapped || d_radius_sign < 0.0) { \n
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x_t = -sqrt(temp) - pt.x * inv_r1; \n
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} else { \n
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x_t = sqrt(temp) - pt.x * inv_r1; \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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if (!is_well_behaved && x_t < 0.0) return vec2(0.0, -1.0); \n
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\n
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float t = f + d_radius_sign * x_t; \n
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if (is_swapped) t = 1.0 - t; \n
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return vec2(t, 1.0); \n
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} \n
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} \n
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\n
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void main() \n
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{ \n
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vec2 pos = vPos; \n
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vec2 res = compute_radial_t(uGradientInfo.centerPos.xy, \n
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uGradientInfo.radius.x, \n
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uGradientInfo.centerPos.zw, \n
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uGradientInfo.radius.y, \n
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pos); \n
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if (res.y < 0.0) { \n
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FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n
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return; \n
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} \n
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float t = gradientWrap(res.x); \n
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vec4 color = gradient(t, res.x, length(pos - uGradientInfo.centerPos.xy)); \n
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FragColor = vec4(color.rgb * color.a, color.a); \n
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}
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);
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std::string STR_LINEAR_GRADIENT_FRAG_SHADER =
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STR_GRADIENT_FRAG_COMMON_VARIABLES +
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STR_LINEAR_GRADIENT_VARIABLES +
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STR_GRADIENT_FRAG_COMMON_FUNCTIONS +
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STR_LINEAR_GRADIENT_MAIN;
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const char* LINEAR_GRADIENT_FRAG_SHADER = STR_LINEAR_GRADIENT_FRAG_SHADER.c_str();
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std::string STR_RADIAL_GRADIENT_FRAG_SHADER =
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STR_GRADIENT_FRAG_COMMON_VARIABLES +
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STR_RADIAL_GRADIENT_VARIABLES +
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STR_GRADIENT_FRAG_COMMON_FUNCTIONS +
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STR_RADIAL_GRADIENT_MAIN;
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const char* RADIAL_GRADIENT_FRAG_SHADER = STR_RADIAL_GRADIENT_FRAG_SHADER.c_str();
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const char* IMAGE_VERT_SHADER = TVG_COMPOSE_SHADER(
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uniform float uDepth; \n
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layout (location = 0) in vec2 aLocation; \n
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layout (location = 1) in vec2 aUV; \n
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layout (std140) uniform Matrix { \n
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mat4 transform; \n
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} uMatrix; \n
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\n
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out vec2 vUV; \n
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\n
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void main() { \n
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vUV = aUV; \n
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vec4 pos = uMatrix.transform * vec4(aLocation, 0.0, 1.0); \n
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pos.z = uDepth; \n
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gl_Position = pos; \n
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} \n
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);
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const char* IMAGE_FRAG_SHADER = TVG_COMPOSE_SHADER(
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layout(std140) uniform ColorInfo { \n
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int format; \n
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int flipY; \n
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int opacity; \n
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int dummy; \n
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} uColorInfo; \n
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\n
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uniform sampler2D uTexture; \n
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in vec2 vUV; \n
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out vec4 FragColor; \n
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\n
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void main() { \n
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vec2 uv = vUV; \n
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if (uColorInfo.flipY == 1) { uv.y = 1.0 - uv.y; } \n
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vec4 color = texture(uTexture, uv); \n
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vec4 result; \n
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if (uColorInfo.format == 0) { /* FMT_ABGR8888 */ \n
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result = color; \n
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} else if (uColorInfo.format == 1) { /* FMT_ARGB8888 */ \n
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result = color.bgra; \n
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} else if (uColorInfo.format == 2) { /* FMT_ABGR8888S */ \n
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result = vec4(color.rgb * color.a, color.a); \n
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} else if (uColorInfo.format == 3) { /* FMT_ARGB8888S */ \n
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result = vec4(color.bgr * color.a, color.a); \n
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} \n
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float opacity = float(uColorInfo.opacity) / 255.0; \n
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FragColor = result * opacity; \n
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} \n
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);
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const char* MASK_VERT_SHADER = TVG_COMPOSE_SHADER(
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uniform float uDepth; \n
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layout(location = 0) in vec2 aLocation; \n
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layout(location = 1) in vec2 aUV; \n
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\n
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out vec2 vUV; \n
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\n
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void main() { \n
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vUV = aUV; \n
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\n
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gl_Position = vec4(aLocation, uDepth, 1.0); \n
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} \n
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);
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const char* MASK_ALPHA_FRAG_SHADER = TVG_COMPOSE_SHADER(
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uniform sampler2D uSrcTexture; \n
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uniform sampler2D uMaskTexture; \n
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\n
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in vec2 vUV; \n
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\n
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out vec4 FragColor; \n
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\n
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void main() { \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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\n
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FragColor = srcColor * maskColor.a; \n
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} \n
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);
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const char* MASK_INV_ALPHA_FRAG_SHADER = TVG_COMPOSE_SHADER(
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uniform sampler2D uSrcTexture; \n
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uniform sampler2D uMaskTexture; \n
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\n
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in vec2 vUV; \n
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\n
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out vec4 FragColor; \n
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\n
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void main() { \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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\n
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FragColor = srcColor *(1.0 - maskColor.a); \n
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} \n
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);
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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 uMaskTexture; \n
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|
\n
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in vec2 vUV; \n
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\n
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out vec4 FragColor; \n
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|
\n
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void main() { \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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|
\n
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|
if (maskColor.a > 0.000001) { \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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|
FragColor = \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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|
);
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|
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const char* MASK_INV_LUMA_FRAG_SHADER = TVG_COMPOSE_SHADER(
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uniform sampler2D uSrcTexture; \n
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uniform sampler2D uMaskTexture; \n
|
|
\n
|
|
in vec2 vUV; \n
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|
\n
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|
out vec4 FragColor; \n
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|
\n
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|
void main() { \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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|
\n
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|
float luma = (0.299 * maskColor.r + 0.587 * maskColor.g + 0.114 * maskColor.b); \n
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FragColor = srcColor * (1.0 - luma); \n
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} \n
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|
);
|
|
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|
const char* MASK_ADD_FRAG_SHADER = TVG_COMPOSE_SHADER(
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uniform sampler2D uSrcTexture; \n
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|
uniform sampler2D uMaskTexture; \n
|
|
\n
|
|
in vec2 vUV; \n
|
|
\n
|
|
out vec4 FragColor; \n
|
|
\n
|
|
void main() { \n
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|
vec4 srcColor = texture(uSrcTexture, vUV); \n
|
|
vec4 maskColor = texture(uMaskTexture, vUV); \n
|
|
\n
|
|
vec4 color = srcColor + maskColor * (1.0 - srcColor.a); \n
|
|
\n
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|
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);
|
|
}
|
|
)";
|