Add source-atop and destination-atop

This commit is contained in:
Ricardo Matias
2020-03-25 11:37:20 +01:00
parent 3fa33a4537
commit c56b40755b
9 changed files with 63 additions and 29 deletions

View File

@@ -32,8 +32,10 @@ Blend filters take two inputs ("source" and "destination"), they are intended to
#### Porter-Duff blends #### Porter-Duff blends
- `SourceIn`, Porter-Duff source-in blend, intersect source and destination opacity and keep source colors - `SourceIn`, Porter-Duff source-in blend, intersect source and destination opacity and keep source colors
- `SourceOut`, Porter-Duff source-out blend, subtract destination from source opacity and keep source colors - `SourceOut`, Porter-Duff source-out blend, subtract destination from source opacity and keep source colors
- `SourceAtop`, Porter-Duff source-atop blend, uses destination opacity, layers source on top and keeps both colors
- `DestinationIn`, Porter-Duff destination-in blend, intersect source and destination opacity and keep source colors - `DestinationIn`, Porter-Duff destination-in blend, intersect source and destination opacity and keep source colors
- `DestinationOut`, Porter-Duff destination-out blend, subtract destination from source opacity and keep destination colors - `DestinationOut`, Porter-Duff destination-out blend, subtract destination from source opacity and keep destination colors
- `DestinationAtop`, Porter-Duff destination-atop blend, uses source opacity, layers destination on top and keeps both colors
- `Xor`, Porter-Duff xor blend, picks colors from input with highest opacity or none with opacities are equal - `Xor`, Porter-Duff xor blend, picks colors from input with highest opacity or none with opacities are equal
#### Various blends #### Various blends

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@@ -89,8 +89,10 @@ class Screen : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragm
class SourceIn : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/source-in.frag"))) class SourceIn : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/source-in.frag")))
class SourceOut : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/source-out.frag"))) class SourceOut : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/source-out.frag")))
class SourceAtop : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/source-atop.frag")))
class DestinationIn : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/destination-in.frag"))) class DestinationIn : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/destination-in.frag")))
class DestinationOut : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/destination-out.frag"))) class DestinationOut : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/destination-out.frag")))
class DestinationAtop : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/destination-atop.frag")))
class Xor : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/xor.frag"))) class Xor : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/xor.frag")))
class MultiplyContrast : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/multiply-contrast.frag"))) class MultiplyContrast : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blend/multiply-contrast.frag")))

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@@ -0,0 +1,17 @@
#version 330
in vec2 v_texCoord0;
uniform sampler2D tex0;
uniform sampler2D tex1;
out vec4 o_color;
void main() {
vec4 src = texture(tex0, v_texCoord0);
vec4 dest = texture(tex1, v_texCoord0);
float lsrc = src.a * (1.0 - dest.a);
float lboth = src.a * dest.a;
o_color = src * lsrc + dest * 0.0 + dest * lboth;
}

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@@ -7,9 +7,10 @@ uniform sampler2D tex1;
out vec4 o_color; out vec4 o_color;
void main() { void main() {
vec4 a = texture(tex0, v_texCoord0); vec4 src = texture(tex0, v_texCoord0);
vec4 b = texture(tex1, v_texCoord0); vec4 dest = texture(tex1, v_texCoord0);
vec3 na = a.a == 0.0 ? vec3(0.0): a.rgb / a.a; float lboth = src.a * dest.a;
o_color = vec4(na, 1.0) * b.a * a.a;
o_color = dest * lboth;
} }

View File

@@ -6,9 +6,10 @@ uniform sampler2D tex1;
out vec4 o_color; out vec4 o_color;
void main() { void main() {
vec4 a = texture(tex0, v_texCoord0); vec4 src = texture(tex0, v_texCoord0);
vec4 b = texture(tex1, v_texCoord0); vec4 dest = texture(tex1, v_texCoord0);
vec3 na = a.a == 0.0 ? vec3(0.0): a.rgb / a.a; float ldest = dest.a * (1.0 - src.a);
o_color = vec4(na, 1.0) * max(a.a - b.a, 0.0);
o_color = dest * ldest;
} }

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@@ -0,0 +1,17 @@
#version 330
in vec2 v_texCoord0;
uniform sampler2D tex0;
uniform sampler2D tex1;
out vec4 o_color;
void main() {
vec4 src = texture(tex0, v_texCoord0);
vec4 dest = texture(tex1, v_texCoord0);
float ldest = dest.a * (1.0 - src.a);
float lboth = src.a * dest.a;
o_color = dest * ldest + src * lboth;
}

View File

@@ -6,9 +6,10 @@ uniform sampler2D tex1;
out vec4 o_color; out vec4 o_color;
void main() { void main() {
vec4 a = texture(tex0, v_texCoord0); vec4 src = texture(tex0, v_texCoord0);
vec4 b = texture(tex1, v_texCoord0); vec4 dest = texture(tex1, v_texCoord0);
vec3 nb = b.a == 0.0 ? vec3(0.0): b.rgb / b.a; float lboth = src.a * dest.a;
o_color = vec4(nb, 1.0) * a.a * b.a;
o_color = src * lboth;
} }

View File

@@ -6,9 +6,10 @@ uniform sampler2D tex1;
out vec4 o_color; out vec4 o_color;
void main() { void main() {
vec4 a = texture(tex0, v_texCoord0); vec4 src = texture(tex0, v_texCoord0);
vec4 b = texture(tex1, v_texCoord0); vec4 dest = texture(tex1, v_texCoord0);
vec3 nb = b.a == 0.0 ? vec3(0.0): b.rgb / b.a; float lsrc = src.a * (1.0 - dest.a);
o_color = vec4(nb, 1.0) * max(b.a - a.a, 0.0);
o_color = src * lsrc;
} }

View File

@@ -6,19 +6,11 @@ uniform sampler2D tex1;
out vec4 o_color; out vec4 o_color;
void main() { void main() {
vec4 a = texture(tex0, v_texCoord0); vec4 src = texture(tex0, v_texCoord0);
vec4 b = texture(tex1, v_texCoord0); vec4 dest = texture(tex1, v_texCoord0);
vec4 color = vec4(0.0);
vec3 na = a.a == 0.0 ? vec3(0.0) : a.rgb/a.a; float lsrc = src.a * (1.0 - dest.a);
vec3 nb = b.a == 0.0 ? vec3(0.0) : b.rgb/b.a; float ldest = dest.a * (1.0 - src.a);
if (a.a > b.a) {
color = vec4(na, 1.0) * (b.a == 0.0? a.a : (1.0-b.a));
}
if (b.a > a.a) { o_color = src * lsrc + dest * ldest;
color = vec4(nb, 1.0) * (a.a == 0.0? b.a : (1.0-a.a));
}
o_color = color;
} }