// soft light precision mediump float; uniform sampler2D _MainTex; uniform sampler2D baseTex; uniform float _alpha; uniform int blendAlphaState; // 1: pre-multiplied, 2: straight uniform int fgAlphaState; uniform int bgAlphaState; varying vec2 uv0; varying vec2 uv1; const float Eps = 1e-6; // #define SOFT_LIGHT(f, b) (((f) < 0.5) ? (2.0 * (b) * (f) + (b) * (b) * (1.0 - 2.0 * (f))) :\ // (sqrt(b) * (2.0 * (f) - 1.0) + 2.0 * (b) * (1.0 - (f)))) float SOFT_LIGHT(float f, float b) { if (f < 0.5) { return 2.0 * (b) * (f) + (b) * (b) * (1.0 - 2.0 * (f)); } else { return sqrt(b) * (2.0 * (f) - 1.0) + 2.0 * (b) * (1.0 - (f)); } } vec4 SoftLightBlendStraight(vec4 fg, vec4 bg) { float alpha = fg.a + bg.a - fg.a * bg.a; vec3 color = vec3(SOFT_LIGHT(fg.r, bg.r), SOFT_LIGHT(fg.g, bg.g), SOFT_LIGHT(fg.b, bg.b)); color = fg.rgb * fg.a * (1.0 - bg.a) + bg.rgb * bg.a * (1.0 - fg.a) + fg.a * bg.a * color; return vec4(color / max(alpha, Eps), alpha); } float SoftLightPreMul(float fc, float bc, float fa, float ba) { float t = bc / max(ba, Eps); if (2.0 * fc <= fa) { return fc * (1.0 - ba) + bc * (1.0 - fa) + bc * (fa + (2.0 * fc - fa) * (1.0 - t)); } return fc * (1.0 - ba) + bc * (1.0 + fa) + sqrt(t) * (2.0 * fc * ba - fa * ba) - 2.0 * fc * bc; } vec4 SoftLightBlendPreMul(vec4 fg, vec4 bg) { float alpha = fg.a + bg.a - fg.a * bg.a; return vec4(SoftLightPreMul(fg.r, bg.r, fg.a, bg.a), SoftLightPreMul(fg.g, bg.g, fg.a, bg.a), SoftLightPreMul(fg.b, bg.b, fg.a, bg.a), alpha); } void main (void) { vec4 bg = texture2D(baseTex, uv1); vec4 fg = texture2D(_MainTex, uv0); if (blendAlphaState == 2) { // straight if (fgAlphaState != blendAlphaState && fg.a > 0.0) { fg.rgb /= fg.a; } if (bgAlphaState != blendAlphaState && bg.a > 0.0) { bg.rgb /= bg.a; } } else { if (fgAlphaState != 0 && fgAlphaState != blendAlphaState) { fg.rgb *= fg.a; } if (bgAlphaState != 0 && bgAlphaState != blendAlphaState) { bg.rgb *= bg.a; } } if (blendAlphaState == 2) { // straight alpha fg.a *= min(_alpha, 1.0); gl_FragColor = SoftLightBlendStraight(fg, bg); } else { // pre multiply fg *= min(_alpha, 1.0); gl_FragColor = SoftLightBlendPreMul(fg, bg); } }