blob: 365d0114679f0e3930c38ef50058339733e1e071 [file] [log] [blame]
/*
* Copyright 2022 Rive
*/
#ifdef @FRAGMENT
// Path draws include draw_path_common.glsl, which declares the textures &
// samplers, so we only need to declare these for image meshes.
#ifdef @DRAW_IMAGE_MESH
FRAG_TEXTURE_BLOCK_BEGIN
TEXTURE_RGBA8(PER_DRAW_BINDINGS_SET, IMAGE_TEXTURE_IDX, @imageTexture);
#ifdef @ENABLE_ADVANCED_BLEND
DST_COLOR_TEXTURE(@dstColorTexture);
#endif
FRAG_TEXTURE_BLOCK_END
DYNAMIC_SAMPLER_BLOCK_BEGIN
SAMPLER_DYNAMIC(PER_DRAW_BINDINGS_SET, IMAGE_SAMPLER_IDX, imageSampler)
DYNAMIC_SAMPLER_BLOCK_END
#endif // @DRAW_IMAGE_MESH
FRAG_DATA_MAIN(half4, @drawFragmentMain)
{
#ifdef @DRAW_IMAGE_MESH
VARYING_UNPACK(v_texCoord, float2);
#else
VARYING_UNPACK(v_paint, float4);
#ifdef @ATLAS_BLIT
VARYING_UNPACK(v_atlasCoord, float2);
#endif // @ATLAS_BLIT
#ifdef @ENABLE_ADVANCED_BLEND
VARYING_UNPACK(v_blendMode, half);
#endif
#endif // !@DRAW_IMAGE_MESH
#ifdef @DRAW_IMAGE_MESH
half4 color = TEXTURE_SAMPLE_DYNAMIC_LODBIAS(@imageTexture,
imageSampler,
v_texCoord,
uniforms.mipMapLODBias) *
imageDrawUniforms.opacity;
#else
half coverage =
#ifdef @ATLAS_BLIT
filter_feather_atlas(
v_atlasCoord,
uniforms.atlasTextureInverseSize TEXTURE_CONTEXT_FORWARD);
#else
1.;
#endif
half4 color = find_paint_color(v_paint, coverage FRAGMENT_CONTEXT_UNPACK);
#endif
#ifdef @ENABLE_ADVANCED_BLEND
if (@ENABLE_ADVANCED_BLEND)
{
#ifndef @FIXED_FUNCTION_COLOR_OUTPUT
// Do the color portion of the blend mode in the shader.
#ifdef @DRAW_IMAGE_MESH
color.rgb = unmultiply_rgb(color);
ushort blendMode = cast_uint_to_ushort(imageDrawUniforms.blendMode);
#else
// NOTE: for non-image-meshes, "color" is already unmultiplied because
// GENERATE_PREMULTIPLIED_PAINT_COLORS is false when using advanced
// blend.
ushort blendMode = cast_half_to_ushort(v_blendMode);
#endif
half4 dstColorPremul = DST_COLOR_FETCH(@dstColorTexture);
color.rgb = advanced_color_blend(color.rgb, dstColorPremul, blendMode);
#endif // @FIXED_FUNCTION_COLOR_OUTPUT
// Src-over blending is enabled, so just premultiply and let the HW
// finish the the the alpha portion of the blend mode.
color.rgb *= color.a;
}
#endif // @ENABLE_ADVANCED_BLEND
// Certain platforms give us less control of the format of what we are
// rendering too. Specifically, we are auto converted from linear -> sRGB on
// render target writes in unreal. In those cases we made need to end up in
// linear color space
#ifdef @NEEDS_GAMMA_CORRECTION
if (@NEEDS_GAMMA_CORRECTION)
{
color = gamma_to_linear(color);
}
#endif
EMIT_FRAG_DATA(color);
}
#endif // FRAGMENT