added full blending pipeline

This commit is contained in:
itsmattkc
2019-01-28 02:31:12 +11:00
parent 0522868076
commit d1ff026424
10 changed files with 373 additions and 104 deletions
+206 -3
View File
@@ -28,10 +28,213 @@ const int BLEND_MODE_SUBTRACT = 24;
const int BLEND_MODE_VIVIDLIGHT = 25;
uniform sampler2D background;
uniform sampler2D texture;
uniform sampler2D foreground;
uniform int blendmode;
uniform float opacity;
varying vec2 vTexCoord;
// float blending functions
float blend_color_burn(float base, float blend) {
return (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0);
}
float blend_color_dodge(float base, float blend) {
return (blend==1.0)?blend:min(base/(1.0-blend),1.0);
}
float blend_vivid_light(float base, float blend) {
return (blend<0.5)?blend_color_burn(base,(2.0*blend)):blend_color_dodge(base,(2.0*(blend-0.5)));
}
vec3 blend_vivid_light(vec3 base, vec3 blend) {
return vec3(blend_vivid_light(base.r,blend.r),blend_vivid_light(base.g,blend.g),blend_vivid_light(base.b,blend.b));
}
float blend_hard_mix(float base, float blend) {
return (blend_vivid_light(base,blend)<0.5)?0.0:1.0;
}
float blend_lighten(float base, float blend) {
return max(blend,base);
}
float blend_overlay(float base, float blend) {
return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));
}
vec3 blend_overlay(vec3 base, vec3 blend) {
return vec3(blend_overlay(base.r,blend.r),blend_overlay(base.g,blend.g),blend_overlay(base.b,blend.b));
}
float blend_darken(float base, float blend) {
return min(blend, base);
}
float blend_linear_burn(float base, float blend) {
return max(base+blend-1.0,0.0);
}
vec3 blend_linear_burn(vec3 base, vec3 blend) {
return max(base+blend-vec3(1.0),vec3(0.0));
}
float blend_linear_dodge(float base, float blend) {
return min(base+blend,1.0);
}
vec3 blend_linear_dodge(vec3 base, vec3 blend) {
return min(base+blend,vec3(1.0));
}
float blend_linear_light(float base, float blend) {
return blend<0.5?blend_linear_burn(base,(2.0*blend)):blend_linear_dodge(base,(2.0*(blend-0.5)));
}
float blend_pin_light(float base, float blend) {
return (blend<0.5)?blend_darken(base,(2.0*blend)):blend_lighten(base,(2.0*(blend-0.5)));
}
float blend_reflect(float base, float blend) {
return (blend==1.0)?blend:min(base*base/(1.0-blend),1.0);
}
vec3 blend_reflect(vec3 base, vec3 blend) {
return vec3(blend_reflect(base.r,blend.r),blend_reflect(base.g,blend.g),blend_reflect(base.b,blend.b));
}
float blend_screen(float base, float blend) {
return 1.0-((1.0-base)*(1.0-blend));
}
float blend_substract(float base, float blend) {
return max(base+blend-1.0,0.0);
}
float blend_soft_light(float base, float blend) {
return (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend));
}
// adapted from https://github.com/jamieowen/glsl-blend
// RGB blending function, alpha is handled below
vec3 blend(vec3 base, vec3 blend) {
switch (blendmode) {
case BLEND_MODE_AVERAGE:
return (base+blend)/2.0;
case BLEND_MODE_COLORBURN:
return vec3(blend_color_burn(base.r, blend.r), blend_color_burn(base.g, blend.g), blend_color_burn(base.b, blend.b));
case BLEND_MODE_COLORDODGE:
return vec3(blend_color_dodge(base.r, blend.r), blend_color_dodge(base.g, blend.g), blend_color_dodge(base.b, blend.b));
case BLEND_MODE_DARKEN:
return vec3(blend_darken(base.r, blend.r), blend_darken(base.g, blend.g), blend_darken(base.b, blend.b));
case BLEND_MODE_DIFFERENCE:
return abs(base-blend);
case BLEND_MODE_EXCLUSION:
return base+blend-2.0*base*blend;
case BLEND_MODE_GLOW:
return blend_reflect(blend, base);
case BLEND_MODE_HARDLIGHT:
return blend_overlay(blend,base);
case BLEND_MODE_HARDMIX:
return vec3(blend_hard_mix(base.r,blend.r),blend_hard_mix(base.g,blend.g),blend_hard_mix(base.b,blend.b));
case BLEND_MODE_LIGHTEN:
return vec3(blend_lighten(base.r,blend.r),blend_lighten(base.g,blend.g),blend_lighten(base.b,blend.b));
case BLEND_MODE_LINEARBURN:
case BLEND_MODE_SUBTRACT:
return blend_linear_burn(base, blend);
case BLEND_MODE_ADD:
case BLEND_MODE_LINEARDODGE:
return blend_linear_dodge(base, blend);
case BLEND_MODE_LINEARLIGHT:
return vec3(blend_linear_light(base.r,blend.r),blend_linear_light(base.g,blend.g),blend_linear_light(base.b,blend.b));
case BLEND_MODE_MULTIPLY:
return (base * blend);
case BLEND_MODE_NEGATION:
return vec3(1.0)-abs(vec3(1.0)-base-blend);
case BLEND_MODE_OVERLAY:
return blend_overlay(base, blend);
case BLEND_MODE_PHOENIX:
return min(base,blend)-max(base,blend)+vec3(1.0);
case BLEND_MODE_PINLIGHT:
return vec3(blend_pin_light(base.r,blend.r),blend_pin_light(base.g,blend.g),blend_pin_light(base.b,blend.b));
case BLEND_MODE_REFLECT:
return blend_reflect(base, blend);
case BLEND_MODE_SCREEN:
return vec3(blend_screen(base.r,blend.r),blend_screen(base.g,blend.g),blend_screen(base.b,blend.b));
case BLEND_MODE_SUBSTRACT:
return max(base+blend-vec3(1.0),vec3(0.0));
case BLEND_MODE_SOFTLIGHT:
return vec3(blend_soft_light(base.r,blend.r),blend_soft_light(base.g,blend.g),blend_soft_light(base.b,blend.b));
case BLEND_MODE_VIVIDLIGHT:
return vec3(blend_vivid_light(base.r,blend.r),blend_vivid_light(base.g,blend.g),blend_vivid_light(base.b,blend.b));
case BLEND_MODE_NORMAL:
default:
return blend;
}
}
void main(void) {
// gl_FragColor = texture2D(background, vTexCoord);
gl_FragColor = texture2D(texture, vTexCoord);
vec4 bg_color = texture2D(background, vTexCoord);
vec4 fg_color = texture2D(foreground, vTexCoord);
// blend textures together
vec3 composite = blend(bg_color.rgb, fg_color.rgb);
// add foreground and background alpha's together
vec4 full_composite = vec4(composite, bg_color.a + fg_color.a);
// restore background texture based on foreground's alpha
bool restore_bg = true;
// some blend modes don't need this
switch (blendmode) {
case BLEND_MODE_SCREEN:
case BLEND_MODE_LIGHTEN:
case BLEND_MODE_COLORDODGE:
case BLEND_MODE_LINEARDODGE:
case BLEND_MODE_ADD:
// case BLEND_MODE_OVERLAY:
case BLEND_MODE_SOFTLIGHT:
case BLEND_MODE_DIFFERENCE:
case BLEND_MODE_AVERAGE:
case BLEND_MODE_NEGATION:
case BLEND_MODE_PHOENIX:
restore_bg = false;
}
if (restore_bg) {
full_composite += vec4(bg_color.rgb*(1.0-fg_color.a), 0.0);
}
// mix via opacity
full_composite = mix(bg_color, full_composite, opacity);
// output to color
gl_FragColor = full_composite;
}
+3 -3
View File
@@ -63,7 +63,7 @@ TransformEffect::TransformEffect(Clip* c, const EffectMeta* em) : Effect(c, em)
blend_mode_box->add_combo_item(tr("Lighten"), BLEND_MODE_LIGHTEN);
blend_mode_box->add_combo_item(tr("Screen"), BLEND_MODE_SCREEN);
blend_mode_box->add_combo_item(tr("Color Dodge"), BLEND_MODE_COLORDODGE);
blend_mode_box->add_combo_item(tr("Linear Dodge"), BLEND_MODE_LINEARDODGE);
blend_mode_box->add_combo_item(tr("Linear Dodge (Add)"), BLEND_MODE_LINEARDODGE);
blend_mode_box->add_combo_item(tr("Overlay"), BLEND_MODE_OVERLAY);
blend_mode_box->add_combo_item(tr("Soft Light"), BLEND_MODE_SOFTLIGHT);
blend_mode_box->add_combo_item(tr("Hard Light"), BLEND_MODE_HARDLIGHT);
@@ -74,9 +74,9 @@ TransformEffect::TransformEffect(Clip* c, const EffectMeta* em) : Effect(c, em)
blend_mode_box->add_combo_item(tr("Difference"), BLEND_MODE_DIFFERENCE);
blend_mode_box->add_combo_item(tr("Exclusion"), BLEND_MODE_EXCLUSION);
blend_mode_box->add_combo_item(tr("Reflect"), BLEND_MODE_REFLECT);
blend_mode_box->add_combo_item(tr("Subtract"), BLEND_MODE_SUBTRACT);
// blend_mode_box->add_combo_item(tr("Subtract"), BLEND_MODE_SUBTRACT);
blend_mode_box->add_combo_item(tr("Substract"), BLEND_MODE_SUBSTRACT);
blend_mode_box->add_combo_item(tr("Add"), BLEND_MODE_ADD);
// blend_mode_box->add_combo_item(tr("Add"), BLEND_MODE_ADD);
blend_mode_box->add_combo_item(tr("Average"), BLEND_MODE_AVERAGE);
blend_mode_box->add_combo_item(tr("Glow"), BLEND_MODE_GLOW);
blend_mode_box->add_combo_item(tr("Negation"), BLEND_MODE_NEGATION);
+10
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@@ -0,0 +1,10 @@
#version 110
uniform sampler2D tex;
varying vec2 vTexCoord;
void main(void) {
vec4 c = texture2D(tex, vTexCoord);
c.rgb *= c.a;
gl_FragColor = c;
}
+7
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@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Test">
<row name="Amount">
<field type="double" min="0" default="100" max="100" id="amount"/>
</row>
<shader vert="common.vert" frag="test.frag"/>
</effect>