Files
oak-editor/effects/internal/blending.frag
T

238 lines
7.1 KiB
GLSL

#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) {
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) {
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;
switch (blendmode) {
case BLEND_MODE_OVERLAY:
case BLEND_MODE_LIGHTEN:
case BLEND_MODE_SCREEN:
case BLEND_MODE_COLORDODGE:
case BLEND_MODE_LINEARDODGE:
case BLEND_MODE_ADD:
case BLEND_MODE_SOFTLIGHT:
case BLEND_MODE_NEGATION:
case BLEND_MODE_AVERAGE:
case BLEND_MODE_REFLECT:
case BLEND_MODE_EXCLUSION:
case BLEND_MODE_DIFFERENCE:
composite *= alpha_opac;
break;
}
vec4 full_composite = vec4(composite + bg_color.rgb*(1.0-alpha_opac), 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, alpha_opac);
// output to color
gl_FragColor = full_composite;
}