207 lines
7.6 KiB
GLSL
207 lines
7.6 KiB
GLSL
#version 110
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const int BLEND_MODE_ADD = 0;
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const int BLEND_MODE_AVERAGE = 1;
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const int BLEND_MODE_COLORBURN = 2;
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const int BLEND_MODE_COLORDODGE = 3;
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const int BLEND_MODE_DARKEN = 4;
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const int BLEND_MODE_DIFFERENCE = 5;
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const int BLEND_MODE_EXCLUSION = 6;
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const int BLEND_MODE_GLOW = 7;
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const int BLEND_MODE_HARDLIGHT = 8;
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const int BLEND_MODE_HARDMIX = 9;
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const int BLEND_MODE_LIGHTEN = 10;
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const int BLEND_MODE_LINEARBURN = 11;
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const int BLEND_MODE_LINEARDODGE = 12;
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const int BLEND_MODE_LINEARLIGHT = 13;
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const int BLEND_MODE_MULTIPLY = 14;
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const int BLEND_MODE_NEGATION = 15;
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const int BLEND_MODE_NORMAL = 16;
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const int BLEND_MODE_OVERLAY = 17;
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const int BLEND_MODE_PHOENIX = 18;
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const int BLEND_MODE_PINLIGHT = 19;
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const int BLEND_MODE_REFLECT = 20;
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const int BLEND_MODE_SCREEN = 21;
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const int BLEND_MODE_SOFTLIGHT = 22;
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const int BLEND_MODE_SUBSTRACT = 23;
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const int BLEND_MODE_SUBTRACT = 24;
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const int BLEND_MODE_VIVIDLIGHT = 25;
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uniform sampler2D background;
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uniform sampler2D foreground;
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uniform int blendmode;
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uniform float opacity;
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varying vec2 vTexCoord;
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// adapted from https://github.com/jamieowen/glsl-blend
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// and http://www.deepskycolors.com/archivo/2010/04/21/formulas-for-Photoshop-blending-modes.html
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// float blending functions
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float blend_color_burn(float base, float blend) {
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return (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0);
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}
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float blend_color_dodge(float base, float blend) {
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return (blend==1.0)?blend:min(base/(1.0-blend),1.0);
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}
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float blend_vivid_light(float base, float blend) {
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return (blend<0.5)?blend_color_burn(base,(2.0*blend)):blend_color_dodge(base,(2.0*(blend-0.5)));
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}
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vec3 blend_vivid_light(vec3 base, vec3 blend) {
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return vec3(blend_vivid_light(base.r,blend.r),blend_vivid_light(base.g,blend.g),blend_vivid_light(base.b,blend.b));
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}
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float blend_hard_mix(float base, float blend) {
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return (blend_vivid_light(base,blend)<0.5)?0.0:1.0;
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}
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float blend_lighten(float base, float blend) {
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return max(blend,base);
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}
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float blend_overlay(float base, float blend) {
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return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));
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}
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vec3 blend_overlay(vec3 base, vec3 blend) {
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return vec3(blend_overlay(base.r,blend.r),blend_overlay(base.g,blend.g),blend_overlay(base.b,blend.b));
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}
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float blend_darken(float base, float blend) {
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return min(blend, base);
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}
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float blend_linear_burn(float base, float blend) {
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return max(base+blend-1.0,0.0);
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}
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vec3 blend_linear_burn(vec3 base, vec3 blend) {
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return max(base+blend-vec3(1.0),vec3(0.0));
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}
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float blend_linear_dodge(float base, float blend) {
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return min(base+blend,1.0);
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}
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vec3 blend_linear_dodge(vec3 base, vec3 blend) {
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return min(base+blend,vec3(1.0));
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}
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float blend_linear_light(float base, float blend) {
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return blend<0.5?blend_linear_burn(base,(2.0*blend)):blend_linear_dodge(base,(2.0*(blend-0.5)));
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}
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float blend_pin_light(float base, float blend) {
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return (blend<0.5)?blend_darken(base,(2.0*blend)):blend_lighten(base,(2.0*(blend-0.5)));
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}
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float blend_reflect(float base, float blend) {
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return (blend==1.0)?blend:min(base*base/(1.0-blend),1.0);
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}
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vec3 blend_reflect(vec3 base, vec3 blend) {
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return vec3(blend_reflect(base.r,blend.r),blend_reflect(base.g,blend.g),blend_reflect(base.b,blend.b));
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}
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float blend_screen(float base, float blend) {
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return 1.0-((1.0-base)*(1.0-blend));
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}
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float blend_substract(float base, float blend) {
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return max(base+blend-1.0,0.0);
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}
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float blend_soft_light(float base, float blend) {
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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));
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}
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// RGB blending function, alpha is handled below
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vec3 blend(vec3 base, vec3 blend) {
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if (blendmode == BLEND_MODE_AVERAGE) {
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return (base+blend)/2.0;
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} else if (blendmode == BLEND_MODE_COLORBURN) {
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return vec3(blend_color_burn(base.r, blend.r), blend_color_burn(base.g, blend.g), blend_color_burn(base.b, blend.b));
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} else if (blendmode == BLEND_MODE_COLORDODGE) {
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return vec3(blend_color_dodge(base.r, blend.r), blend_color_dodge(base.g, blend.g), blend_color_dodge(base.b, blend.b));
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} else if (blendmode == BLEND_MODE_DARKEN) {
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return vec3(blend_darken(base.r, blend.r), blend_darken(base.g, blend.g), blend_darken(base.b, blend.b));
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} else if (blendmode == BLEND_MODE_DIFFERENCE) {
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return abs(base-blend);
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} else if (blendmode == BLEND_MODE_EXCLUSION) {
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return base+blend-2.0*base*blend;
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} else if (blendmode == BLEND_MODE_GLOW) {
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return blend_reflect(blend, base);
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} else if (blendmode == BLEND_MODE_HARDLIGHT) {
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return blend_overlay(blend,base);
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} else if (blendmode == BLEND_MODE_HARDMIX) {
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return vec3(blend_hard_mix(base.r,blend.r),blend_hard_mix(base.g,blend.g),blend_hard_mix(base.b,blend.b));
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} else if (blendmode == BLEND_MODE_LIGHTEN) {
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return vec3(blend_lighten(base.r,blend.r),blend_lighten(base.g,blend.g),blend_lighten(base.b,blend.b));
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} else if (blendmode == BLEND_MODE_LINEARBURN || blendmode == BLEND_MODE_SUBTRACT) {
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return blend_linear_burn(base, blend);
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} else if (blendmode == BLEND_MODE_LINEARDODGE || blendmode == BLEND_MODE_ADD) {
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return blend_linear_dodge(base, blend);
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} else if (blendmode == BLEND_MODE_LINEARLIGHT) {
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return vec3(blend_linear_light(base.r,blend.r),blend_linear_light(base.g,blend.g),blend_linear_light(base.b,blend.b));
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} else if (blendmode == BLEND_MODE_MULTIPLY) {
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return (base * blend);
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} else if (blendmode == BLEND_MODE_NEGATION) {
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return vec3(1.0)-abs(vec3(1.0)-base-blend);
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} else if (blendmode == BLEND_MODE_OVERLAY) {
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return blend_overlay(base, blend);
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} else if (blendmode == BLEND_MODE_PHOENIX) {
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return min(base,blend)-max(base,blend)+vec3(1.0);
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} else if (blendmode == BLEND_MODE_PINLIGHT) {
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return vec3(blend_pin_light(base.r,blend.r),blend_pin_light(base.g,blend.g),blend_pin_light(base.b,blend.b));
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} else if (blendmode == BLEND_MODE_REFLECT) {
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return blend_reflect(base, blend);
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} else if (blendmode == BLEND_MODE_SCREEN) {
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return vec3(blend_screen(base.r,blend.r),blend_screen(base.g,blend.g),blend_screen(base.b,blend.b));
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} else if (blendmode == BLEND_MODE_SUBSTRACT) {
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return max(base+blend-vec3(1.0),vec3(0.0));
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} else if (blendmode == BLEND_MODE_SOFTLIGHT) {
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return vec3(blend_soft_light(base.r,blend.r),blend_soft_light(base.g,blend.g),blend_soft_light(base.b,blend.b));
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} else if (blendmode == BLEND_MODE_VIVIDLIGHT) {
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return vec3(blend_vivid_light(base.r,blend.r),blend_vivid_light(base.g,blend.g),blend_vivid_light(base.b,blend.b));
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} else {
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return blend;
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}
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}
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void main(void) {
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vec4 bg_color = texture2D(background, vTexCoord);
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vec4 fg_color = texture2D(foreground, vTexCoord);
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// blend textures together
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vec3 composite = blend(bg_color.rgb, fg_color.rgb);
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// add foreground and background alpha's together
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// float alpha_opac = fg_color.a*opacity;
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if (blendmode == BLEND_MODE_OVERLAY
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|| blendmode == BLEND_MODE_LIGHTEN
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|| blendmode == BLEND_MODE_SCREEN
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|| blendmode == BLEND_MODE_COLORDODGE
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|| blendmode == BLEND_MODE_LINEARDODGE
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|| blendmode == BLEND_MODE_ADD
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|| blendmode == BLEND_MODE_SOFTLIGHT
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|| blendmode == BLEND_MODE_NEGATION
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|| blendmode == BLEND_MODE_AVERAGE
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|| blendmode == BLEND_MODE_REFLECT
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|| blendmode == BLEND_MODE_EXCLUSION
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|| blendmode == BLEND_MODE_DIFFERENCE) {
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composite *= fg_color.a;
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}
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vec4 full_composite = vec4(composite + bg_color.rgb*(1.0-fg_color.a), bg_color.a + fg_color.a);
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// vec4 full_composite = vec4(mix(bg_color.rgb, composite, alpha_opac), bg_color.a + alpha_opac);
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full_composite = mix(bg_color, full_composite, opacity);
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// output to color
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gl_FragColor = full_composite;
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} |