#version 110 const int BLEND_MODE_ADD = 0; const int BLEND_MODE_AVERAGE = 1; const int BLEND_MODE_COLORBURN = 2; const int BLEND_MODE_COLORDODGE = 3; const int BLEND_MODE_DARKEN = 4; const int BLEND_MODE_DIFFERENCE = 5; const int BLEND_MODE_EXCLUSION = 6; const int BLEND_MODE_GLOW = 7; const int BLEND_MODE_HARDLIGHT = 8; const int BLEND_MODE_HARDMIX = 9; const int BLEND_MODE_LIGHTEN = 10; const int BLEND_MODE_LINEARBURN = 11; const int BLEND_MODE_LINEARDODGE = 12; const int BLEND_MODE_LINEARLIGHT = 13; const int BLEND_MODE_MULTIPLY = 14; const int BLEND_MODE_NEGATION = 15; const int BLEND_MODE_NORMAL = 16; const int BLEND_MODE_OVERLAY = 17; const int BLEND_MODE_PHOENIX = 18; const int BLEND_MODE_PINLIGHT = 19; const int BLEND_MODE_REFLECT = 20; const int BLEND_MODE_SCREEN = 21; const int BLEND_MODE_SOFTLIGHT = 22; const int BLEND_MODE_SUBSTRACT = 23; const int BLEND_MODE_SUBTRACT = 24; const int BLEND_MODE_VIVIDLIGHT = 25; uniform sampler2D background; uniform sampler2D foreground; uniform int blendmode; uniform float opacity; varying vec2 vTexCoord; // adapted from https://github.com/jamieowen/glsl-blend // and http://www.deepskycolors.com/archivo/2010/04/21/formulas-for-Photoshop-blending-modes.html // 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)); } // RGB blending function, alpha is handled below vec3 blend(vec3 base, vec3 blend) { if (blendmode == BLEND_MODE_AVERAGE) { return (base+blend)/2.0; } else if (blendmode == 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)); } else if (blendmode == 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)); } else if (blendmode == BLEND_MODE_DARKEN) { return vec3(blend_darken(base.r, blend.r), blend_darken(base.g, blend.g), blend_darken(base.b, blend.b)); } else if (blendmode == BLEND_MODE_DIFFERENCE) { return abs(base-blend); } else if (blendmode == BLEND_MODE_EXCLUSION) { return base+blend-2.0*base*blend; } else if (blendmode == BLEND_MODE_GLOW) { return blend_reflect(blend, base); } else if (blendmode == BLEND_MODE_HARDLIGHT) { return blend_overlay(blend,base); } else if (blendmode == 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)); } else if (blendmode == BLEND_MODE_LIGHTEN) { return vec3(blend_lighten(base.r,blend.r),blend_lighten(base.g,blend.g),blend_lighten(base.b,blend.b)); } else if (blendmode == BLEND_MODE_LINEARBURN || blendmode == BLEND_MODE_SUBTRACT) { return blend_linear_burn(base, blend); } else if (blendmode == BLEND_MODE_LINEARDODGE || blendmode == BLEND_MODE_ADD) { return blend_linear_dodge(base, blend); } else if (blendmode == 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)); } else if (blendmode == BLEND_MODE_MULTIPLY) { return (base * blend); } else if (blendmode == BLEND_MODE_NEGATION) { return vec3(1.0)-abs(vec3(1.0)-base-blend); } else if (blendmode == BLEND_MODE_OVERLAY) { return blend_overlay(base, blend); } else if (blendmode == BLEND_MODE_PHOENIX) { return min(base,blend)-max(base,blend)+vec3(1.0); } else if (blendmode == 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)); } else if (blendmode == BLEND_MODE_REFLECT) { return blend_reflect(base, blend); } else if (blendmode == BLEND_MODE_SCREEN) { return vec3(blend_screen(base.r,blend.r),blend_screen(base.g,blend.g),blend_screen(base.b,blend.b)); } else if (blendmode == BLEND_MODE_SUBSTRACT) { return max(base+blend-vec3(1.0),vec3(0.0)); } else if (blendmode == 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)); } else if (blendmode == 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)); } else { return blend; } } void main(void) { 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 // float alpha_opac = fg_color.a*opacity; if (blendmode == BLEND_MODE_OVERLAY || blendmode == BLEND_MODE_LIGHTEN || blendmode == BLEND_MODE_SCREEN || blendmode == BLEND_MODE_COLORDODGE || blendmode == BLEND_MODE_LINEARDODGE || blendmode == BLEND_MODE_ADD || blendmode == BLEND_MODE_SOFTLIGHT || blendmode == BLEND_MODE_NEGATION || blendmode == BLEND_MODE_AVERAGE || blendmode == BLEND_MODE_REFLECT || blendmode == BLEND_MODE_EXCLUSION || blendmode == BLEND_MODE_DIFFERENCE) { composite *= fg_color.a; } vec4 full_composite = vec4(composite + bg_color.rgb*(1.0-fg_color.a), bg_color.a + fg_color.a); // vec4 full_composite = vec4(mix(bg_color.rgb, composite, alpha_opac), bg_color.a + alpha_opac); full_composite = mix(bg_color, full_composite, opacity); // output to color gl_FragColor = full_composite; }