tahoma2d/stuff/library/shaders/programs/HSLBlendGPU.frag
2023-02-25 20:59:07 -05:00

119 lines
3.1 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform mat3 worldToOutput;
uniform sampler2D inputImage[2];
uniform mat3 outputToInput[2];
uniform bool bhue; // Blend HUE?
uniform bool bsat; // Blend Saturation?
uniform bool blum; // Blend Luminosity?
uniform float balpha; // Blending Alpha
uniform bool bmask; // Base mask?
// ---------------------------
// Blending calculations from:
// https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_blend_equation_advanced.txt
float minv3(vec3 c)
{
return min(min(c.r, c.g), c.b);
}
float maxv3(vec3 c)
{
return max(max(c.r, c.g), c.b);
}
float lumv3(vec3 c)
{
return dot(c, vec3(0.30, 0.59, 0.11));
}
float satv3(vec3 c)
{
return maxv3(c) - minv3(c);
}
// If any color components are outside [0,1], adjust the color to get the components in range.
vec3 ClipColor(vec3 color)
{
float lum = lumv3(color);
float mincol = minv3(color);
float maxcol = maxv3(color);
if (mincol < 0.0) {
color = lum + ((color-lum) * lum) / (lum-mincol);
}
if (maxcol > 1.0) {
color = lum + ((color-lum) * (1.0 -lum)) / (maxcol-lum);
}
return color;
}
// Take the base RGB color <cbase> and override its luminosity
// with that of the RGB color <clum>.
vec3 SetLum(vec3 cbase, vec3 clum)
{
float lbase = lumv3(cbase);
float llum = lumv3(clum);
float ldiff = llum - lbase;
vec3 color = cbase + vec3(ldiff);
return ClipColor(color);
}
// Take the base RGB color <cbase> and override its saturation with
// that of the RGB color <csat>. The override the luminosity of the
// result with that of the RGB color <clum>.
vec3 SetLumSat(vec3 cbase, vec3 csat, vec3 clum)
{
float minbase = minv3(cbase);
float sbase = satv3(cbase);
float ssat = satv3(csat);
vec3 color;
if (sbase > 0.0) {
// Equivalent (modulo rounding errors) to setting the
// smallest (R,G,B) component to 0, the largest to <ssat>,
// and interpolating the "middle" component based on its
// original value relative to the smallest/largest.
color = (cbase - minbase) * ssat / sbase;
} else {
color = vec3(0.0);
}
return SetLum(color, clum);
}
// ---------------------------
void main( void )
{
// Read sources
vec2 fg_texPos = (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy;
vec2 bg_texPos = (outputToInput[1] * vec3(gl_FragCoord.xy, 1.0)).xy;
vec4 fg_frag = texture2D(inputImage[0], fg_texPos);
vec4 bg_frag = texture2D(inputImage[1], bg_texPos);
// De-premultiplication of textures
vec3 fg_pix = vec3(0.0);
if (fg_frag.a > 0.0) fg_pix = fg_frag.rgb / fg_frag.a;
vec3 bg_pix = vec3(0.0);
if (bg_frag.a > 0.0) bg_pix = bg_frag.rgb / bg_frag.a;
// Figure out output alpha
float fg_alpha = fg_frag.a * balpha;
float bg_alpha = bg_frag.a;
if (bmask) {
gl_FragColor.a = bg_alpha;
} else {
gl_FragColor.a = bg_alpha + fg_alpha * (1.0 - bg_alpha);
}
if (gl_FragColor.a <= 0.0) discard;
// Perform blending
vec3 o_pix = SetLumSat(bhue ? fg_pix : bg_pix, bsat ? fg_pix : bg_pix, blum ? fg_pix : bg_pix);
vec3 b_pix = bmask ? vec3(0.0) : fg_pix;
gl_FragColor.rgb = bg_pix * bg_alpha * (1.0 - fg_alpha) + mix(b_pix, o_pix, bg_alpha) * fg_alpha;
}