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/*
* Copyright 2022 Rive
*/
// From the KHR_blend_equation_advanced spec:
//
// The advanced blend equations are those listed in tables X.1 and X.2. When
// using one of these equations, blending is performed according to the
// following equations:
//
// R = f(Rs',Rd')*p0(As,Ad) + Y*Rs'*p1(As,Ad) + Z*Rd'*p2(As,Ad)
// G = f(Gs',Gd')*p0(As,Ad) + Y*Gs'*p1(As,Ad) + Z*Gd'*p2(As,Ad)
// B = f(Bs',Bd')*p0(As,Ad) + Y*Bs'*p1(As,Ad) + Z*Bd'*p2(As,Ad)
// A = X*p0(As,Ad) + Y*p1(As,Ad) + Z*p2(As,Ad)
//
// where the function f and terms X, Y, and Z are specified in the table.
// The R, G, and B components of the source color used for blending are
// considered to have been premultiplied by the A component prior to
// blending. The base source color (Rs',Gs',Bs') is obtained by dividing
// through by the A component:
//
// (Rs', Gs', Bs') =
// (0, 0, 0), if As == 0
// (Rs/As, Gs/As, Bs/As), otherwise
//
// The destination color components are always considered to have been
// premultiplied by the destination A component and the base destination
// color (Rd', Gd', Bd') is obtained by dividing through by the A component:
//
// (Rd', Gd', Bd') =
// (0, 0, 0), if Ad == 0
// (Rd/Ad, Gd/Ad, Bd/Ad), otherwise
//
// When blending using advanced blend equations, we expect that the R, G, and
// B components of premultiplied source and destination color inputs be
// stored as the product of non-premultiplied R, G, and B components and the
// A component of the color. If any R, G, or B component of a premultiplied
// input color is non-zero and the A component is zero, the color is
// considered ill-formed, and the corresponding component of the blend result
// will be undefined.
//
// The weighting functions p0, p1, and p2 are defined as follows:
//
// p0(As,Ad) = As*Ad
// p1(As,Ad) = As*(1-Ad)
// p2(As,Ad) = Ad*(1-As)
//
// In these functions, the A components of the source and destination colors
// are taken to indicate the portion of the pixel covered by the fragment
// (source) and the fragments previously accumulated in the pixel
// (destination). The functions p0, p1, and p2 approximate the relative
// portion of the pixel covered by the intersection of the source and
// destination, covered only by the source, and covered only by the
// destination, respectively. The equations defined here assume that there
// is no correlation between the source and destination coverage.
//
#ifdef @ENABLE_KHR_BLEND
layout(
#ifdef @ENABLE_HSL_BLEND_MODES
$blend_support_all_equations
#else
$blend_support_multiply,
$blend_support_screen,
$blend_support_overlay,
$blend_support_darken,
$blend_support_lighten,
$blend_support_colordodge,
$blend_support_colorburn,
$blend_support_hardlight,
$blend_support_softlight,
$blend_support_difference,
$blend_support_exclusion
#endif
) out;
#endif // ENABLE_KHR_BLEND
#ifdef @ENABLE_ADVANCED_BLEND
#ifdef @ENABLE_HSL_BLEND_MODES
// When using one of the HSL blend equations in table X.2 as the blend equation, the RGB color
// components produced by the function f() are effectively obtained by converting both the
// non-premultiplied source and destination colors to the HSL (hue, saturation, luminosity) color
// space, generating a new HSL color by selecting H, S, and L components from the source or
// destination according to the blend equation, and then converting the result back to RGB. The HSL
// blend equations are only well defined when the values of the input color components are in the
// range [0..1].
half minv3(half3 c) { return min(min(c.r, c.g), c.b); }
half maxv3(half3 c) { return max(max(c.r, c.g), c.b); }
half lumv3(half3 c) { return dot(c, make_half3(.30, .59, .11)); }
half satv3(half3 c) { return maxv3(c) - minv3(c); }
// If any color components are outside [0,1], adjust the color to get the components in range.
half3 clip_color(half3 color)
{
half lum = lumv3(color);
half mincol = minv3(color);
half maxcol = maxv3(color);
if (mincol < .0)
color = lum + ((color - lum) * lum) / (lum - mincol);
if (maxcol > 1.)
color = lum + ((color - lum) * (1. - lum)) / (maxcol - lum);
return color;
}
// Take the base RGB color <cbase> and override its luminosity with that of the RGB color <clum>.
half3 set_lum(half3 cbase, half3 clum)
{
half lbase = lumv3(cbase);
half llum = lumv3(clum);
half ldiff = llum - lbase;
half3 color = cbase + make_half3(ldiff, ldiff, ldiff);
return clip_color(color);
}
// Take the base RGB color <cbase> and override its saturation with that of the RGB color <csat>.
// The override the luminosity of the result with that of the RGB color <clum>.
half3 set_lum_sat(half3 cbase, half3 csat, half3 clum)
{
half minbase = minv3(cbase);
half sbase = satv3(cbase);
half ssat = satv3(csat);
half3 color;
if (sbase > .0)
{
// Equivalent (modulo rounding errors) to setting the smallest (R,G,B) component to 0, the
// largest to <ssat>, and interpolating the "middle" component based on its original value
// relative to the smallest/largest.
color = (cbase - minbase) * ssat / sbase;
}
else
{
color = make_half3(0, 0, 0);
}
return set_lum(color, clum);
}
#endif
#ifdef @ENABLE_HSL_BLEND_MODES
half4 advanced_hsl_blend(half4 src, half4 dst, ushort mode)
#else
half4 advanced_blend(half4 src, half4 dst, ushort mode)
#endif
{
// The function f() operates on un-multiplied rgb values and dictates the look of the advanced
// blend equations.
half3 f = make_half3(0, 0, 0);
switch (mode)
{
case BLEND_MODE_MULTIPLY:
f = src.rgb * dst.rgb;
break;
case BLEND_MODE_SCREEN:
f = src.rgb + dst.rgb - src.rgb * dst.rgb;
break;
case BLEND_MODE_OVERLAY:
{
for (int i = 0; i < 3; ++i)
{
if (dst[i] <= .5)
f[i] = 2. * src[i] * dst[i];
else
f[i] = 1. - 2. * (1. - src[i]) * (1. - dst[i]);
}
break;
}
case BLEND_MODE_DARKEN:
f = min(src.rgb, dst.rgb);
break;
case BLEND_MODE_LIGHTEN:
f = max(src.rgb, dst.rgb);
break;
case BLEND_MODE_COLORDODGE:
// ES3 spec, 4.5.1 Range and Precision: dividing a non-zero by 0 results in the
// appropriately signed IEEE Inf.
f = mix(min(dst.rgb / (1. - src.rgb), make_half3(1, 1, 1)),
make_half3(0, 0, 0),
lessThanEqual(dst.rgb, make_half3(0, 0, 0)));
break;
case BLEND_MODE_COLORBURN:
// ES3 spec, 4.5.1 Range and Precision: dividing a non-zero by 0 results in the
// appropriately signed IEEE Inf.
f = mix(1. - min((1. - dst.rgb) / src.rgb, 1.),
make_half3(1, 1, 1),
greaterThanEqual(dst.rgb, make_half3(1, 1, 1)));
break;
case BLEND_MODE_HARDLIGHT:
{
for (int i = 0; i < 3; ++i)
{
if (src[i] <= .5)
f[i] = 2. * src[i] * dst[i];
else
f[i] = 1. - 2. * (1. - src[i]) * (1. - dst[i]);
}
break;
}
case BLEND_MODE_SOFTLIGHT:
{
for (int i = 0; i < 3; ++i)
{
if (src[i] <= 0.5)
f[i] = dst[i] - (1. - 2. * src[i]) * dst[i] * (1. - dst[i]);
else if (dst[i] <= .25)
f[i] =
dst[i] + (2. * src[i] - 1.) * dst[i] * ((16. * dst[i] - 12.) * dst[i] + 3.);
else
f[i] = dst[i] + (2. * src[i] - 1.) * (sqrt(dst[i]) - dst[i]);
}
break;
}
case BLEND_MODE_DIFFERENCE:
f = abs(dst.rgb - src.rgb);
break;
case BLEND_MODE_EXCLUSION:
f = src.rgb + dst.rgb - 2. * src.rgb * dst.rgb;
break;
#ifdef @ENABLE_HSL_BLEND_MODES
// The HSL blend equations are only well defined when the values of the input color
// components are in the range [0..1].
case BLEND_MODE_HUE:
src.rgb = clamp(src.rgb, make_half3(0, 0, 0), make_half3(1, 1, 1));
f = set_lum_sat(src.rgb, dst.rgb, dst.rgb);
break;
case BLEND_MODE_SATURATION:
src.rgb = clamp(src.rgb, make_half3(0, 0, 0), make_half3(1, 1, 1));
f = set_lum_sat(dst.rgb, src.rgb, dst.rgb);
break;
case BLEND_MODE_COLOR:
src.rgb = clamp(src.rgb, make_half3(0, 0, 0), make_half3(1, 1, 1));
f = set_lum(src.rgb, dst.rgb);
break;
case BLEND_MODE_LUMINOSITY:
src.rgb = clamp(src.rgb, make_half3(0, 0, 0), make_half3(1, 1, 1));
f = set_lum(dst.rgb, src.rgb);
break;
#endif
}
// The weighting functions p0, p1, and p2 are defined as follows:
//
// p0(As,Ad) = As*Ad
// p1(As,Ad) = As*(1-Ad)
// p2(As,Ad) = Ad*(1-As)
//
half3 p = make_half3(src.a * dst.a, src.a * (1. - dst.a), (1. - src.a) * dst.a);
// When using one of these equations, blending is performed according to the following
// equations:
//
// R = f(Rs',Rd')*p0(As,Ad) + Y*Rs'*p1(As,Ad) + Z*Rd'*p2(As,Ad)
// G = f(Gs',Gd')*p0(As,Ad) + Y*Gs'*p1(As,Ad) + Z*Gd'*p2(As,Ad)
// B = f(Bs',Bd')*p0(As,Ad) + Y*Bs'*p1(As,Ad) + Z*Bd'*p2(As,Ad)
// A = X*p0(As,Ad) + Y*p1(As,Ad) + Z*p2(As,Ad)
//
// NOTE: (X,Y,Z) always == (1,1,1), so it is ignored in this implementation.
return MUL(make_half3x4(f, 1, src.rgb, 1, dst.rgb, 1), p);
}
#endif // ENABLE_ADVANCED_BLEND