#version 140 #line 0 7893004 vec4 alpha_blend(vec4 over, vec4 under) { // Alpha blend two colors returning the resulting color pre-multiplied by its alpha // and its alpha. // See https://en.wikipedia.org/wiki/Alpha_compositing float alpha = mix(under.a, 1.0f, over.a); vec3 combined_color = mix(under.rgb * under.a, over.rgb, over.a); return vec4(combined_color, alpha); } vec4 alpha_blend_premul(vec4 over, vec4 under) { // Same as alpha_blend() except that it assumes over and under are both premultiplied. float inv_over_alpha = 1.0f - over.a; float alpha = over.a + under.a * inv_over_alpha; return vec4(over.rgb + under.rgb * inv_over_alpha, alpha); } vec4 alpha_blend_premul(vec4 over, vec3 under) { // same as alpha_blend_premul with under_alpha = 1 outputs a blended color // with alpha 1 which is effectively pre-multiplied since alpha is 1 float inv_over_alpha = 1.0f - over.a; return vec4(over.rgb + under.rgb * inv_over_alpha, 1.0); } #line 0 7893003 #line 0 7893005 // Return 0 if x < 1 otherwise 1 #define zero_or_one(x) step(1.f, x) // condition must be zero or one. When 1 thenval is returned otherwise elseval #define if_one_then(condition, thenval, elseval) mix(elseval, thenval, condition) // a < b ? thenval : elseval #define if_less_than(a, b, thenval, elseval) mix(thenval, elseval, step(b, a)) vec4 vec4_premul(vec3 rgb, float a) { return vec4(rgb * a, a); } vec4 vec4_premul(vec4 rgba) { return vec4(rgba.rgb * rgba.a, rgba.a); } #line 1 7893003 #line 0 7893006 float srgb2linear(float x) { // sRGB to linear conversion float lower = x / 12.92; float upper = pow((x + 0.055f) / 1.055f, 2.4f); return mix(lower, upper, step(0.04045f, x)); } float linear2srgb(float x) { // Linear to sRGB conversion. float lower = 12.92 * x; float upper = 1.055 * pow(x, 1.0f / 2.4f) - 0.055f; return mix(lower, upper, step(0.0031308f, x)); } vec3 linear2srgb(vec3 x) { vec3 lower = 12.92 * x; vec3 upper = 1.055 * pow(x, vec3(1.0f / 2.4f)) - 0.055f; return mix(lower, upper, step(0.0031308f, x)); } vec3 srgb2linear(vec3 c) { return vec3(srgb2linear(c.r), srgb2linear(c.g), srgb2linear(c.b)); } #line 2 7893003 uniform sampler2D image; in vec2 texcoord; out vec4 output_color; void main() { vec4 color_premul = texture(image, texcoord); output_color = vec4_premul(linear2srgb(color_premul.rgb / color_premul.a), color_premul.a); }