// hard 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 HARD_LIGHT(f, b) ((f) < 0.5 ? (2.0 * (f) * (b)) : (1.0 - 2.0 * (1.0 - (f)) * (1.0 - (b)))) vec4 HardLightBlendStraight(vec4 fg, vec4 bg) { float alpha = fg.a + bg.a - fg.a * bg.a; vec3 color = vec3(HARD_LIGHT(fg.r, bg.r), HARD_LIGHT(fg.g, bg.g), HARD_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 HardLightPreMul(float fc, float bc, float fa, float ba) { if (2.0 * fc < fa) { return fc * (1.0 - ba) + bc * (1.0 - fa) + 2.0 * fc * bc; } return fc * (1.0 + ba) + bc * (1.0 + fa) - 2.0 * fc * bc - fa * ba; } vec4 HardLightBlendPreMul(vec4 fg, vec4 bg) { float alpha = fg.a + bg.a - fg.a * bg.a; return vec4(HardLightPreMul(fg.r, bg.r, fg.a, bg.a), HardLightPreMul(fg.g, bg.g, fg.a, bg.a), HardLightPreMul(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 = HardLightBlendStraight(fg, bg); } else { // pre multiply fg *= min(_alpha, 1.0); gl_FragColor = HardLightBlendPreMul(fg, bg); } }