// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense // Mode definitions and functions for blending and composition. #define Blend_Normal 0 #define Blend_Multiply 1 #define Blend_Screen 2 #define Blend_Overlay 3 #define Blend_Darken 4 #define Blend_Lighten 5 #define Blend_ColorDodge 6 #define Blend_ColorBurn 7 #define Blend_HardLight 8 #define Blend_SoftLight 9 #define Blend_Difference 10 #define Blend_Exclusion 11 #define Blend_Hue 12 #define Blend_Saturation 13 #define Blend_Color 14 #define Blend_Luminosity 15 #define Blend_Clip 128 vec3 screen(vec3 cb, vec3 cs) { return cb + cs - (cb * cs); } float color_dodge(float cb, float cs) { if (cb == 0.0) return 0.0; else if (cs == 1.0) return 1.0; else return min(1.0, cb / (1.0 - cs)); } float color_burn(float cb, float cs) { if (cb == 1.0) return 1.0; else if (cs == 0.0) return 0.0; else return 1.0 - min(1.0, (1.0 - cb) / cs); } vec3 hard_light(vec3 cb, vec3 cs) { return mix( screen(cb, 2.0 * cs - 1.0), cb * 2.0 * cs, lessThanEqual(cs, vec3(0.5)) ); } vec3 soft_light(vec3 cb, vec3 cs) { vec3 d = mix( sqrt(cb), ((16.0 * cb - vec3(12.0)) * cb + vec3(4.0)) * cb, lessThanEqual(cb, vec3(0.25)) ); return mix( cb + (2.0 * cs - vec3(1.0)) * (d - cb), cb - (vec3(1.0) - 2.0 * cs) * cb * (vec3(1.0) - cb), lessThanEqual(cs, vec3(0.5)) ); } float sat(vec3 c) { return max(c.r, max(c.g, c.b)) - min(c.r, min(c.g, c.b)); } float lum(vec3 c) { vec3 f = vec3(0.3, 0.59, 0.11); return dot(c, f); } vec3 clip_color(vec3 c) { float L = lum(c); float n = min(c.r, min(c.g, c.b)); float x = max(c.r, max(c.g, c.b)); if (n < 0.0) c = L + (((c - L) * L) / (L - n)); if (x > 1.0) c = L + (((c - L) * (1.0 - L)) / (x - L)); return c; } vec3 set_lum(vec3 c, float l) { return clip_color(c + (l - lum(c))); } void set_sat_inner(inout float cmin, inout float cmid, inout float cmax, float s) { if (cmax > cmin) { cmid = (((cmid - cmin) * s) / (cmax - cmin)); cmax = s; } else { cmid = 0.0; cmax = 0.0; } cmin = 0.0; } vec3 set_sat(vec3 c, float s) { if (c.r <= c.g) { if (c.g <= c.b) { set_sat_inner(c.r, c.g, c.b, s); } else { if (c.r <= c.b) { set_sat_inner(c.r, c.b, c.g, s); } else { set_sat_inner(c.b, c.r, c.g, s); } } } else { if (c.r <= c.b) { set_sat_inner(c.g, c.r, c.b, s); } else { if (c.g <= c.b) { set_sat_inner(c.g, c.b, c.r, s); } else { set_sat_inner(c.b, c.g, c.r, s); } } } return c; } // Blends two RGB colors together. The colors are assumed to be in sRGB // color space, and this function does not take alpha into account. vec3 mix_blend(vec3 cb, vec3 cs, uint mode) { vec3 b = vec3(0.0); switch (mode) { case Blend_Multiply: b = cb * cs; break; case Blend_Screen: b = screen(cb, cs); break; case Blend_Overlay: b = hard_light(cs, cb); break; case Blend_Darken: b = min(cb, cs); break; case Blend_Lighten: b = max(cb, cs); break; case Blend_ColorDodge: b = vec3(color_dodge(cb.x, cs.x), color_dodge(cb.y, cs.y), color_dodge(cb.z, cs.z)); break; case Blend_ColorBurn: b = vec3(color_burn(cb.x, cs.x), color_burn(cb.y, cs.y), color_burn(cb.z, cs.z)); break; case Blend_HardLight: b = hard_light(cb, cs); break; case Blend_SoftLight: b = soft_light(cb, cs); break; case Blend_Difference: b = abs(cb - cs); break; case Blend_Exclusion: b = cb + cs - 2 * cb * cs; break; case Blend_Hue: b = set_lum(set_sat(cs, sat(cb)), lum(cb)); break; case Blend_Saturation: b = set_lum(set_sat(cb, sat(cs)), lum(cb)); break; case Blend_Color: b = set_lum(cs, lum(cb)); break; case Blend_Luminosity: b = set_lum(cb, lum(cs)); break; default: b = cs; break; } return b; } #define Comp_Clear 0 #define Comp_Copy 1 #define Comp_Dest 2 #define Comp_SrcOver 3 #define Comp_DestOver 4 #define Comp_SrcIn 5 #define Comp_DestIn 6 #define Comp_SrcOut 7 #define Comp_DestOut 8 #define Comp_SrcAtop 9 #define Comp_DestAtop 10 #define Comp_Xor 11 #define Comp_Plus 12 #define Comp_PlusLighter 13 // Apply general compositing operation. // Inputs are separated colors and alpha, output is premultiplied. vec4 mix_compose(vec3 cb, vec3 cs, float ab, float as, uint mode) { float fa = 0.0; float fb = 0.0; switch (mode) { case Comp_Copy: fa = 1.0; fb = 0.0; break; case Comp_Dest: fa = 0.0; fb = 1.0; break; case Comp_SrcOver: fa = 1.0; fb = 1.0 - as; break; case Comp_DestOver: fa = 1.0 - ab; fb = 1.0; break; case Comp_SrcIn: fa = ab; fb = 0.0; break; case Comp_DestIn: fa = 0.0; fb = as; break; case Comp_SrcOut: fa = 1.0 - ab; fb = 0.0; break; case Comp_DestOut: fa = 0.0; fb = 1.0 - as; break; case Comp_SrcAtop: fa = ab; fb = 1.0 - as; break; case Comp_DestAtop: fa = 1.0 - ab; fb = as; break; case Comp_Xor: fa = 1.0 - ab; fb = 1.0 - as; break; case Comp_Plus: fa = 1.0; fb = 1.0; break; case Comp_PlusLighter: return min(vec4(1.0), vec4(as * cs + ab * cb, as + ab)); default: break; } float as_fa = as * fa; float ab_fb = ab * fb; vec3 co = as_fa * cs + ab_fb * cb; return vec4(co, as_fa + ab_fb); } #define BlendComp_default (Blend_Normal << 8 | Comp_SrcOver) #define BlendComp_clip (Blend_Clip << 8 | Comp_SrcOver) // This is added to alpha to prevent divide-by-zero #define EPSILON 1e-15 // Apply blending and composition. Both input and output colors are // premultiplied RGB. vec4 mix_blend_compose(vec4 backdrop, vec4 src, uint mode) { if ((mode & 0x7fff) == BlendComp_default) { // Both normal+src_over blend and clip case return backdrop * (1.0 - src.a) + src; } // Un-premultiply colors for blending float inv_src_a = 1.0 / (src.a + EPSILON); vec3 cs = src.rgb * inv_src_a; float inv_backdrop_a = 1.0 / (backdrop.a + EPSILON); vec3 cb = backdrop.rgb * inv_backdrop_a; uint blend_mode = mode >> 8; vec3 blended = mix_blend(cb, cs, blend_mode); cs = mix(cs, blended, backdrop.a); uint comp_mode = mode & 0xff; if (comp_mode == Comp_SrcOver) { vec3 co = mix(backdrop.rgb, cs, src.a); return vec4(co, src.a + backdrop.a * (1 - src.a)); } else { return mix_compose(cb, cs, backdrop.a, src.a, comp_mode); } }