diptoblack shader: Fix mix operation

The mix function in GLSL is slightly counter intuitively x(1-a)+y(a)
Here we re-arrange the inputs slightly to get the correct result.
This commit is contained in:
Thomas Wilshaw
2022-10-24 12:22:11 +01:00
parent a3f4ebdb6d
commit 896ba1f6f0
+3 -2
View File
@@ -13,8 +13,9 @@ out vec4 frag_color;
void main(void) {
if (out_block_in_enabled && in_block_in_enabled) {
vec4 out_block_col = mix(texture(out_block_in, ove_texcoord), color_in, ove_tprog_out);
vec4 in_block_col = mix(texture(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_in);
// mix(x, y , a): a(1-x) + b(x)
vec4 out_block_col = mix(color_in, texture(out_block_in, ove_texcoord),ove_tprog_out);
vec4 in_block_col = mix(color_in, texture(in_block_in, ove_texcoord), ove_tprog_in);
frag_color = out_block_col + in_block_col;
} else if (out_block_in_enabled) {