826 lines
22 KiB
GLSL
826 lines
22 KiB
GLSL
/*
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** layered blending & misc math
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** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
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**
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** The shaders below are base on the shaders created by:
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** Romain Dura | Romz
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** Blog: http://blog.mouaif.org
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** Post: http://blog.mouaif.org/?p=94
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*/
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/*
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** Desaturation
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*/
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vec4 Desaturate(in vec3 color, in float Desaturation)
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{
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vec3 grayXfer = vec3(0.3, 0.59, 0.11);
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float grayf = dot(grayXfer, color);
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vec3 gray = vec3(grayf, grayf, grayf);
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return vec4(mix(color, gray, Desaturation), 1.0);
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}
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/*
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** Hue, saturation, luminance
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*/
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vec3 RGBToHSL(in vec3 color)
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{
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vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)
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float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
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float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
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float delta = fmax - fmin; //Delta RGB value
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hsl.z = (fmax + fmin) / 2.0; // Luminance
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if (delta == 0.0) //This is a gray, no chroma...
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{
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hsl.x = 0.0; // Hue
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hsl.y = 0.0; // Saturation
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}
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else //Chromatic data...
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{
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if (hsl.z < 0.5)
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hsl.y = delta / (fmax + fmin); // Saturation
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else
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hsl.y = delta / (2.0 - fmax - fmin); // Saturation
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float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
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float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
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float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
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if (color.r == fmax )
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hsl.x = deltaB - deltaG; // Hue
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else if (color.g == fmax)
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hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
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else if (color.b == fmax)
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hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
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if (hsl.x < 0.0)
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hsl.x += 1.0; // Hue
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else if (hsl.x > 1.0)
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hsl.x -= 1.0; // Hue
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}
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return hsl;
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}
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float HueToRGB(in float f1, in float f2, in float hue)
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{
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if (hue < 0.0)
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hue += 1.0;
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else if (hue > 1.0)
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hue -= 1.0;
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float res;
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if ((6.0 * hue) < 1.0)
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res = f1 + (f2 - f1) * 6.0 * hue;
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else if ((2.0 * hue) < 1.0)
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res = f2;
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else if ((3.0 * hue) < 2.0)
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res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
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else
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res = f1;
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return res;
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}
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vec3 HSLToRGB(in vec3 hsl)
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{
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vec3 rgb;
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if (hsl.y == 0.0)
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rgb = hsl.zzz; // Luminance
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else
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{
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float f2;
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if (hsl.z < 0.5)
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f2 = hsl.z * (1.0 + hsl.y);
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else
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f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
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float f1 = 2.0 * hsl.z - f2;
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rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
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rgb.g = HueToRGB(f1, f2, hsl.x);
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rgb.b = HueToRGB(f1, f2, hsl.x - (1.0/3.0));
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}
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return rgb;
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}
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/*
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** Contrast, saturation, brightness
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** Code of this function is from TGM's shader pack
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** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
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*/
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// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
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vec3 ContrastSaturationBrightness(in vec3 color, in float brt, in float sat, in float con)
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{
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// Increase or decrease these values to adjust r, g and b color channels separately
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const float AvgLumR = 0.5;
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const float AvgLumG = 0.5;
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const float AvgLumB = 0.5;
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const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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vec3 brtColor = color * brt;
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float intensityf = dot(brtColor, LumCoeff);
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vec3 intensity = vec3(intensityf, intensityf, intensityf);
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vec3 satColor = mix(intensity, brtColor, sat);
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vec3 conColor = mix(AvgLumin, satColor, con);
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return conColor;
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}
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/*
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** Float blending modes
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** Adapted from here: http://www.nathanm.com/photoshop-blending-math/
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** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results
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*/
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#define BlendLinearDodgef BlendAddf
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#define BlendLinearBurnf BlendSubtractf
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#define BlendAddf(base, blend) min(base + blend, 1.0)
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#define BlendSubtractf(base, blend) max(base + blend - 1.0, 0.0)
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#define BlendLightenf(base, blend) max(blend, base)
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#define BlendDarkenf(base, blend) min(blend, base)
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#define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend)))
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#define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
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#define BlendSoftLightf(base, blend) ((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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#define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
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#define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0))
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#define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0)
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/*
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** Vector3 blending modes
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*/
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// Component wise blending
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#define Blend1(base, blend, funcf) funcf(base, blend)
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#define Blend3(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))
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#define Blend4(base, blend, funcf) vec4(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b), funcf(base.a, blend.a))
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#define BlendNormal(base, blend) (base)
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#define BlendMultiply(base, blend) (base * blend)
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#define BlendAverage(base, blend) ((base + blend) / 2.0)
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#define BlendAdd(base, blend) min(base + blend, 1.0)
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#define BlendSubtract(base, blend) max(base + blend - 1.0, 0.0)
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#define BlendDifference(base, blend) abs(base - blend)
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#define BlendNegation(base, blend) (1.0 - abs(1.0 - base - blend))
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#define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend)
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#define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + 1.0)
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#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
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// Hue Blend mode creates the result color by combining the luminance and saturation of the base color with the hue of the blend color.
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float BlendHue1(in float base, in float blend)
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{
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return base;
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}
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vec3 BlendHue3(in vec3 base, in vec3 blend)
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{
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vec3 baseHSL = RGBToHSL(base);
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return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
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}
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vec4 BlendHue4(in vec4 base, in vec4 blend)
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{
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vec3 hue = BlendHue3(base.xyz, blend.xyz);
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return vec4(hue.x, hue.y, hue.z, BlendHue1(base.w, blend.w));
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}
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// Saturation Blend mode creates the result color by combining the luminance and hue of the base color with the saturation of the blend color.
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float BlendSaturation1(in float base, in float blend)
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{
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return base;
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}
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vec3 BlendSaturation3(in vec3 base, in vec3 blend)
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{
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vec3 baseHSL = RGBToHSL(base);
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return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
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}
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vec4 BlendSaturation4(in vec4 base, in vec4 blend)
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{
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vec3 hue = BlendSaturation3(base.xyz, blend.xyz);
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return vec4(hue.x, hue.y, hue.z, BlendSaturation1(base.w, blend.w));
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}
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// Color Mode keeps the brightness of the base color and applies both the hue and saturation of the blend color.
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float BlendColor1(in float base, in float blend)
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{
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return base;
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}
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vec3 BlendColor3(in vec3 base, in vec3 blend)
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{
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vec3 blendHSL = RGBToHSL(blend);
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return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
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}
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vec4 BlendColor4(in vec4 base, in vec4 blend)
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{
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vec3 hue = BlendColor3(base.xyz, blend.xyz);
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return vec4(hue.x, hue.y, hue.z, BlendColor1(base.w, blend.w));
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}
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// Luminosity Blend mode creates the result color by combining the hue and saturation of the base color with the luminance of the blend color.
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float BlendLuminosity1(in float base, in float blend)
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{
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return base;
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}
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vec3 BlendLuminosity3(in vec3 base, in vec3 blend)
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{
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vec3 baseHSL = RGBToHSL(base);
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return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
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}
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vec4 BlendLuminosity4(in vec4 base, in vec4 blend)
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{
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vec3 hue = BlendLuminosity3(base.xyz, blend.xyz);
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return vec4(hue.x, hue.y, hue.z, BlendLuminosity1(base.w, blend.w));
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}
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float BlendLinearLightf(in float s1, in float s2)
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{
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float oColor;
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if (s2 < 0.5)
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{
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float s2x = (2.0 * s2);
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oColor = BlendSubtractf(s1, s2x);
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}
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else
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{
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float s2x = (2.0 * (s2 - 0.5));
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oColor = BlendAddf(s1, s2x);
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}
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return oColor;
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}
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float BlendVividLightf(in float s1, in float s2)
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{
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float oColor;
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if (s2 < 0.5)
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{
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float s2x = (2.0 * s2);
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oColor = BlendColorBurnf(s1, s2x);
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}
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else
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{
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float s2x = (2.0 * (s2 - 0.5));
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oColor = BlendColorDodgef(s1, s2x);
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}
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return oColor;
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}
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float BlendPinLightf(in float s1, in float s2)
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{
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float oColor;
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if (s2 < 0.5)
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{
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float s2x = (2.0 * s2);
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oColor = BlendDarkenf(s1, s2x);
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}
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else
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{
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float s2x = (2.0 * (s2 - 0.5));
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oColor = BlendLightenf(s1, s2x);
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}
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return oColor;
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}
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float BlendReflectf(in float s1, in float s2)
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{
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float oColor;
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if (s2 == 1.0)
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{
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oColor = s2;
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}
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else
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{
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float s1x = (s1 * s1) / (1.0 - s2);
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oColor = min(s1x, 1.0);
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}
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return oColor;
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}
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//------------------------------------
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// Interface for RTShader
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//------------------------------------
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void SGX_blend_normal(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendNormal(basePixel, blendPixel);
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}
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void SGX_blend_normal(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendNormal(basePixel, blendPixel);
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}
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void SGX_blend_normal(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendNormal(basePixel, blendPixel);
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}
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void SGX_blend_lighten(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendLightenf(basePixel, blendPixel);
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}
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void SGX_blend_lighten(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendLightenf(basePixel, blendPixel);
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}
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void SGX_blend_lighten(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendLightenf(basePixel, blendPixel);
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}
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void SGX_blend_darken(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendDarkenf(basePixel, blendPixel);
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}
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void SGX_blend_darken(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendDarkenf(basePixel, blendPixel);
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}
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void SGX_blend_darken(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendDarkenf(basePixel, blendPixel);
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}
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void SGX_blend_multiply(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendMultiply(basePixel, blendPixel);
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}
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void SGX_blend_multiply(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendMultiply(basePixel, blendPixel);
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}
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void SGX_blend_multiply(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendMultiply(basePixel, blendPixel);
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}
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void SGX_blend_average(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendAverage(basePixel, blendPixel);
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}
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void SGX_blend_average(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendAverage(basePixel, blendPixel);
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}
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void SGX_blend_average(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendAverage(basePixel, blendPixel);
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}
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void SGX_blend_add(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendAdd(basePixel, blendPixel);
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}
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void SGX_blend_add(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendAdd(basePixel, blendPixel);
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}
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void SGX_blend_add(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendAdd(basePixel, blendPixel);
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}
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void SGX_blend_subtract(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendSubtract(basePixel, blendPixel);
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}
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void SGX_blend_subtract(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendSubtract(basePixel, blendPixel);
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}
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void SGX_blend_subtract(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendSubtract(basePixel, blendPixel);
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}
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void SGX_blend_difference(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendDifference(basePixel, blendPixel);
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}
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void SGX_blend_difference(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendDifference(basePixel, blendPixel);
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}
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void SGX_blend_difference(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendDifference(basePixel, blendPixel);
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}
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void SGX_blend_negation(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendNegation(basePixel, blendPixel);
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}
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void SGX_blend_negation(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendNegation(basePixel, blendPixel);
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}
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void SGX_blend_negation(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendNegation(basePixel, blendPixel);
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}
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void SGX_blend_exclusion(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
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{
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oColor = BlendExclusion(basePixel, blendPixel);
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}
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void SGX_blend_exclusion(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
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{
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oColor = BlendExclusion(basePixel, blendPixel);
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}
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void SGX_blend_exclusion(in float basePixel, in float blendPixel, out float oColor)
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{
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oColor = BlendExclusion(basePixel, blendPixel);
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}
|
|
|
|
|
|
void SGX_blend_screen(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendScreenf(s1.r, s2.r),
|
|
BlendScreenf(s1.g, s2.g),
|
|
BlendScreenf(s1.b, s2.b),
|
|
BlendScreenf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_screen(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendScreenf(s1.r, s2.r),
|
|
BlendScreenf(s1.g, s2.g),
|
|
BlendScreenf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_screen(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendScreenf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_overlay(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendOverlayf(s1.r, s2.r),
|
|
BlendOverlayf(s1.g, s2.g),
|
|
BlendOverlayf(s1.b, s2.b),
|
|
BlendOverlayf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_overlay(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendOverlayf(s1.r, s2.r),
|
|
BlendOverlayf(s1.g, s2.g),
|
|
BlendOverlayf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_overlay(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendOverlayf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_softLight(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendSoftLightf(s1.r, s2.r),
|
|
BlendSoftLightf(s1.g, s2.g),
|
|
BlendSoftLightf(s1.b, s2.b),
|
|
BlendSoftLightf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_softLight(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendSoftLightf(s1.r, s2.r),
|
|
BlendSoftLightf(s1.g, s2.g),
|
|
BlendSoftLightf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_softLight(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendSoftLightf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_hardLight(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendOverlayf(s1.r, s2.r),
|
|
BlendOverlayf(s1.g, s2.g),
|
|
BlendOverlayf(s1.b, s2.b),
|
|
BlendOverlayf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_hardLight(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendOverlayf(s1.r, s2.r),
|
|
BlendOverlayf(s1.g, s2.g),
|
|
BlendOverlayf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_hardLight(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendOverlayf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_colorDodge(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendColorDodgef(s1.r, s2.r),
|
|
BlendColorDodgef(s1.g, s2.g),
|
|
BlendColorDodgef(s1.b, s2.b),
|
|
BlendColorDodgef(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_colorDodge(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendColorDodgef(s1.r, s2.r),
|
|
BlendColorDodgef(s1.g, s2.g),
|
|
BlendColorDodgef(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_colorDodge(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendColorDodgef(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_colorBurn(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendColorBurnf(s1.r, s2.r),
|
|
BlendColorBurnf(s1.g, s2.g),
|
|
BlendColorBurnf(s1.b, s2.b),
|
|
BlendColorBurnf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_colorBurn(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendColorBurnf(s1.r, s2.r),
|
|
BlendColorBurnf(s1.g, s2.g),
|
|
BlendColorBurnf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_colorBurn(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendColorBurnf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_linearDodge(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
|
|
{
|
|
oColor = BlendAddf(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_linearDodge(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
|
|
{
|
|
oColor = BlendAddf(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_linearDodge(in float basePixel, in float blendPixel, out float oColor)
|
|
{
|
|
oColor = BlendAddf(basePixel, blendPixel);
|
|
}
|
|
|
|
|
|
void SGX_blend_linearBurn(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
|
|
{
|
|
oColor = BlendSubtractf(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_linearBurn(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
|
|
{
|
|
oColor = BlendSubtractf(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_linearBurn(in float basePixel, in float blendPixel, out float oColor)
|
|
{
|
|
oColor = BlendSubtractf(basePixel, blendPixel);
|
|
}
|
|
|
|
|
|
void SGX_blend_linearLight(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendLinearLightf(s1.r, s2.r),
|
|
BlendLinearLightf(s1.g, s2.g),
|
|
BlendLinearLightf(s1.b, s2.b),
|
|
BlendLinearLightf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_linearLight(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendLinearLightf(s1.r, s2.r),
|
|
BlendLinearLightf(s1.g, s2.g),
|
|
BlendLinearLightf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_linearLight(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendLinearLightf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_vividLight(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendVividLightf(s1.r, s2.r),
|
|
BlendVividLightf(s1.g, s2.g),
|
|
BlendVividLightf(s1.b, s2.b),
|
|
BlendVividLightf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_vividLight(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendVividLightf(s1.r, s2.r),
|
|
BlendVividLightf(s1.g, s2.g),
|
|
BlendVividLightf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_vividLight(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendVividLightf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_pinLight(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendPinLightf(s1.r, s2.r),
|
|
BlendPinLightf(s1.g, s2.g),
|
|
BlendPinLightf(s1.b, s2.b),
|
|
BlendPinLightf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_pinLight(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendPinLightf(s1.r, s2.r),
|
|
BlendPinLightf(s1.g, s2.g),
|
|
BlendPinLightf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_pinLight(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendPinLightf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_hardMix(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendHardMixf(s1.r, s2.r),
|
|
BlendHardMixf(s1.g, s2.g),
|
|
BlendHardMixf(s1.b, s2.b),
|
|
BlendHardMixf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_hardMix(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendHardMixf(s1.r, s2.r),
|
|
BlendHardMixf(s1.g, s2.g),
|
|
BlendHardMixf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_hardMix(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendHardMixf(s1, s2);
|
|
}
|
|
|
|
void SGX_blend_reflect(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendReflectf(s1.r, s2.r),
|
|
BlendReflectf(s1.g, s2.g),
|
|
BlendReflectf(s1.b, s2.b),
|
|
BlendReflectf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_reflect(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendReflectf(s1.r, s2.r),
|
|
BlendReflectf(s1.g, s2.g),
|
|
BlendReflectf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_reflect(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendReflectf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_glow(in vec4 s1, in vec4 s2, out vec4 oColor)
|
|
{
|
|
oColor = vec4(BlendReflectf(s1.r, s2.r),
|
|
BlendReflectf(s1.g, s2.g),
|
|
BlendReflectf(s1.b, s2.b),
|
|
BlendReflectf(s1.a, s2.a));
|
|
}
|
|
void SGX_blend_glow(in vec3 s1, in vec3 s2, out vec3 oColor)
|
|
{
|
|
oColor = vec3(BlendReflectf(s1.r, s2.r),
|
|
BlendReflectf(s1.g, s2.g),
|
|
BlendReflectf(s1.b, s2.b));
|
|
}
|
|
void SGX_blend_glow(in float s1, in float s2, out float oColor)
|
|
{
|
|
oColor = BlendReflectf(s1, s2);
|
|
}
|
|
|
|
|
|
void SGX_blend_phoenix(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
|
|
{
|
|
oColor = BlendPhoenix(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_phoenix(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
|
|
{
|
|
oColor = BlendPhoenix(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_phoenix(in float basePixel, in float blendPixel, out float oColor)
|
|
{
|
|
oColor = BlendPhoenix(basePixel, blendPixel);
|
|
}
|
|
|
|
|
|
void SGX_blend_saturation(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
|
|
{
|
|
oColor = BlendSaturation4(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_saturation(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
|
|
{
|
|
oColor = BlendSaturation3(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_saturation(in float basePixel, in float blendPixel, out float oColor)
|
|
{
|
|
oColor = BlendSaturation1(basePixel, blendPixel);
|
|
}
|
|
|
|
|
|
void SGX_blend_color(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
|
|
{
|
|
oColor = BlendColor4(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_color(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
|
|
{
|
|
oColor = BlendColor3(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_color(in float basePixel, in float blendPixel, out float oColor)
|
|
{
|
|
oColor = BlendColor1(basePixel, blendPixel);
|
|
}
|
|
|
|
|
|
void SGX_blend_luminosity(in vec4 basePixel, in vec4 blendPixel, out vec4 oColor)
|
|
{
|
|
oColor = BlendLuminosity4(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_luminosity(in vec3 basePixel, in vec3 blendPixel, out vec3 oColor)
|
|
{
|
|
oColor = BlendLuminosity3(basePixel, blendPixel);
|
|
}
|
|
void SGX_blend_luminosity(in float basePixel, in float blendPixel, out float oColor)
|
|
{
|
|
oColor = BlendLuminosity1(basePixel, blendPixel);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
/// Source modification functions
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
void SGX_src_mod_modulate(in vec4 iColor, in vec4 controlVal, out vec4 oColor)
|
|
{
|
|
oColor = iColor * controlVal;
|
|
}
|
|
void SGX_src_mod_modulate(in vec3 iColor, in vec3 controlVal, out vec3 oColor)
|
|
{
|
|
oColor = iColor * controlVal;
|
|
}
|
|
void SGX_src_mod_modulate(in float iColor, in float controlVal, out float oColor)
|
|
{
|
|
oColor = iColor * controlVal;
|
|
}
|
|
|
|
void SGX_src_mod_inv_modulate(in vec4 iColor, in vec4 controlVal, out vec4 oColor)
|
|
{
|
|
oColor = mix(iColor, vec4(1.0,1.0,1.0,1.0), controlVal);
|
|
}
|
|
void SGX_src_mod_inv_modulate(in vec3 iColor, in vec3 controlVal, out vec3 oColor)
|
|
{
|
|
oColor = mix(iColor, vec3(1.0,1.0,1.0), controlVal);
|
|
}
|
|
void SGX_src_mod_inv_modulate(in float iColor, in float controlVal, out float oColor)
|
|
{
|
|
oColor = mix(iColor, 1.0, controlVal);
|
|
}
|