*/}}

ourshader.cpp 16 KB

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  1. /*
  2. * Our Paint: A light weight GPU powered painting program.
  3. * Copyright (C) 2022-2023 Wu Yiming
  4. *
  5. * This program is free software: you can redistribute it and/or modify
  6. * it under the terms of the GNU General Public License as published by
  7. * the Free Software Foundation, either version 3 of the License, or
  8. * (at your option) any later version.
  9. *
  10. * This program is distributed in the hope that it will be useful,
  11. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. * GNU General Public License for more details.
  14. *
  15. * You should have received a copy of the GNU General Public License
  16. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. #include "ourpaint.h"
  19. const char OUR_SHADER_VERSION_430[]="#version 430\n#define WORKGROUP_SIZE 32";
  20. const char OUR_SHADER_VERSION_320ES[]="#version 320 es\n#define OUR_GLES\n#define WORKGROUP_SIZE 16";
  21. const char OUR_SHADER_COMMON[]=R"(
  22. #ifdef OUR_GLES
  23. vec4 cunpack(uint d){
  24. return vec4(float(d&0xFFu)/255.,float((d>>8u)&0xFFu)/255.,float((d>>16u)&0xFFu)/255.,float((d>>24u)&0xFFu)/255.);
  25. }
  26. uvec4 cpack(vec4 c){
  27. uint v= uint(uint(c.r*255.) | (uint(c.g*255.)<<8u) | (uint(c.b*255.)<<16u) | (uint(c.a*255.)<<24u));
  28. return uvec4(v,v,v,v);
  29. }
  30. #define OurImageLoad(img, p) \
  31. (cunpack(imageLoad(img,p).x))
  32. #define OurImageStore(img, p, color) \
  33. imageStore(img,p,cpack(color))
  34. #else
  35. #define OurImageLoad(img, p) \
  36. (vec4(imageLoad(img,p))/65535.)
  37. #define OurImageStore(img, p, color) \
  38. imageStore(img,p,uvec4(vec4(color)*65535.))
  39. #endif
  40. )";
  41. const char OUR_CANVAS_SHADER[]=R"(
  42. layout(local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1) in;
  43. #ifdef OUR_GLES
  44. precision highp uimage2D;
  45. precision highp float;
  46. precision highp int;
  47. layout(r32ui, binding = 0) uniform uimage2D img;
  48. layout(r32ui, binding = 1) coherent uniform uimage2D smudge_buckets;
  49. #define OUR_FLT_EPS (1.0/255.0f)
  50. #else
  51. layout(rgba16ui, binding = 0) uniform uimage2D img;
  52. layout(rgba16ui, binding = 1) coherent uniform uimage2D smudge_buckets;
  53. #define OUR_FLT_EPS (1e-4)
  54. #endif
  55. uniform int uCanvasType;
  56. uniform int uCanvasRandom;
  57. uniform float uCanvasFactor;
  58. uniform ivec2 uImageOffset;
  59. uniform ivec2 uBrushCorner;
  60. uniform vec2 uBrushCenter;
  61. uniform float uBrushSize;
  62. uniform float uBrushHardness;
  63. uniform float uBrushSmudge;
  64. uniform float uBrushSlender;
  65. uniform float uBrushAngle;
  66. uniform vec2 uBrushDirection;
  67. uniform float uBrushForce;
  68. uniform float uBrushGunkyness;
  69. uniform float uBrushRecentness;
  70. uniform vec4 uBrushColor;
  71. uniform vec4 uBackgroundColor;
  72. uniform int uBrushErasing;
  73. uniform int uBrushMix;
  74. #ifdef OUR_GLES
  75. uniform int uBrushRoutineSelectionES;
  76. uniform int uMixRoutineSelectionES;
  77. #endif
  78. #with OUR_SHADER_COMMON
  79. const vec4 p1_22=vec4(1.0/2.2,1.0/2.2,1.0/2.2,1.0/2.2);
  80. const vec4 p22=vec4(2.2,2.2,2.2,2.2);
  81. const float WGM_EPSILON=0.001f;
  82. const float T_MATRIX_SMALL[30] = float[30](0.026595621243689,0.049779426257903,0.022449850859496,-0.218453689278271
  83. ,-0.256894883201278,0.445881722194840,0.772365886289756,0.194498761382537
  84. ,0.014038157587820,0.007687264480513
  85. ,-0.032601672674412,-0.061021043498478,-0.052490001018404
  86. ,0.206659098273522,0.572496335158169,0.317837248815438,-0.021216624031211
  87. ,-0.019387668756117,-0.001521339050858,-0.000835181622534
  88. ,0.339475473216284,0.635401374177222,0.771520797089589,0.113222640692379
  89. ,-0.055251113343776,-0.048222578468680,-0.012966666339586
  90. ,-0.001523814504223,-0.000094718948810,-0.000051604594741);
  91. const float spectral_r_small[10] = float[10](0.009281362787953,0.009732627042016,0.011254252737167,0.015105578649573
  92. ,0.024797924177217,0.083622585502406,0.977865045723212,1.000000000000000
  93. ,0.999961046144372,0.999999992756822);
  94. const float spectral_g_small[10] = float[10](0.002854127435775,0.003917589679914,0.012132151699187,0.748259205918013
  95. ,1.000000000000000,0.865695937531795,0.037477469241101,0.022816789725717
  96. ,0.021747419446456,0.021384940572308);
  97. const float spectral_b_small[10] = float[10](0.537052150373386,0.546646402401469,0.575501819073983,0.258778829633924
  98. ,0.041709923751716,0.012662638828324,0.007485593127390,0.006766900622462
  99. ,0.006699764779016,0.006676219883241);
  100. void rgb_to_spectral (vec3 rgb, out float spectral_[10]) {
  101. float offset = 1.0 - WGM_EPSILON;
  102. float r = rgb.r * offset + WGM_EPSILON;
  103. float g = rgb.g * offset + WGM_EPSILON;
  104. float b = rgb.b * offset + WGM_EPSILON;
  105. float spec_r[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); for (int i=0; i < 10; i++) {spec_r[i] = spectral_r_small[i] * r;}
  106. float spec_g[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); for (int i=0; i < 10; i++) {spec_g[i] = spectral_g_small[i] * g;}
  107. float spec_b[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); for (int i=0; i < 10; i++) {spec_b[i] = spectral_b_small[i] * b;}
  108. for (int i=0; i<10; i++) {spectral_[i] = spec_r[i] + spec_g[i] + spec_b[i];}
  109. }
  110. vec3 spectral_to_rgb (float spectral[10]) {
  111. float offset = 1.0 - WGM_EPSILON;
  112. // We need this tmp. array to allow auto vectorization. <-- How about on GPU?
  113. float tmp[3] = float[3](0.,0.,0.);
  114. for (int i=0; i<10; i++) {
  115. tmp[0] += T_MATRIX_SMALL[i] * spectral[i];
  116. tmp[1] += T_MATRIX_SMALL[10+i] * spectral[i];
  117. tmp[2] += T_MATRIX_SMALL[20+i] * spectral[i];
  118. }
  119. vec3 rgb_;
  120. for (int i=0; i<3; i++) {rgb_[i] = clamp((tmp[i] - WGM_EPSILON) / offset, 0.0f, 1.0f);}
  121. return rgb_;
  122. }
  123. vec2 hash( vec2 p ){
  124. p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) );
  125. return -1.0 + 2.0*fract(sin(p)*43758.5453123);
  126. }
  127. float rand(vec2 co){
  128. return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
  129. }
  130. float noise(in vec2 p){ // from iq
  131. const float K1 = 0.366025404; // (sqrt(3)-1)/2;
  132. const float K2 = 0.211324865; // (3-sqrt(3))/6;
  133. vec2 i = floor( p + (p.x+p.y)*K1 );
  134. vec2 a = p - i + (i.x+i.y)*K2;
  135. float m = step(a.y,a.x);
  136. vec2 o = vec2(m,1.0-m);
  137. vec2 b = a - o + K2;
  138. vec2 c = a - 1.0 + 2.0*K2;
  139. vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
  140. vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
  141. return dot( n, vec3(70.0) );
  142. }
  143. #define HEIGHT_STRAND(x,y) abs(fract(x)-.5)<.48? \
  144. (.4+.2*sin(3.14*(y+ceil(x))))* \
  145. ((max(abs(sin(3.14*x*2.)+0.2),abs(sin(3.14*x*2.)-0.2))+2.*abs(sin(3.14*x)))/2.+0.5):0.1
  146. #define PATTERN_CANVAS(x,y) \
  147. (max(HEIGHT_STRAND((x),(y)),HEIGHT_STRAND(-(y),(x))))
  148. float HEIGHT_CANVAS(float x,float y){
  149. if(uCanvasType == 1){
  150. return PATTERN_CANVAS(x,y);
  151. }else if(uCanvasType == 2){
  152. vec2 uv=vec2(x,y); float f; uv*=0.1; // from iq
  153. f = 0.2*noise( uv ); uv*=5.;
  154. f += 0.6*noise( uv ); uv*=3.;
  155. f += 0.5*noise( uv );
  156. f = 0.55 + 0.55*f;
  157. return pow(f,0.5);
  158. }
  159. return 1.;
  160. }
  161. float SampleCanvas(vec2 U, vec2 dir,float rfac, float force, float gunky){
  162. if(uCanvasType==0 || abs(gunky)<1.e-2){ return rfac; }
  163. U+=vec2(uImageOffset); U/=20.3; U.x=U.x+rand(U)/10.; U.y=U.y+rand(U)/10.;
  164. mat2 m = mat2(1.6,1.2,-1.2,1.6); vec2 _uv=U; _uv.x+=float(uCanvasRandom%65535)/174.41; _uv.y+=float(uCanvasRandom%65535)/439.87; _uv/=500.;
  165. U.x+=noise(_uv)*2.1; _uv = m*_uv; U.x+=noise(_uv)*0.71;
  166. _uv.y+=365.404;
  167. U.y+=noise(_uv)*1.9; _uv = m*_uv; U.y+=noise(_uv)*0.83;
  168. float d=0.1;
  169. float h=HEIGHT_CANVAS(U.x,U.y);
  170. float hr=HEIGHT_CANVAS(U.x+d,U.y);
  171. float hu=HEIGHT_CANVAS(U.x,U.y+d);
  172. vec3 vx=normalize(vec3(d,0,hr)-vec3(0,0,h)),vy=normalize(vec3(0,d,hu)-vec3(0,0,h)),vz=cross(vx,vy);
  173. float useforce=force*rfac;
  174. float scrape=dot(normalize(vz),vec3(-normalize(dir).xy,0))*mix(0.3,1.,useforce);
  175. float top=h-(1.-pow(useforce,1.5)*2.); float tophard=smoothstep(0.4,0.6,top);
  176. float fac=(gunky>=0.)?mix(mix(1.,top,gunky),tophard,gunky):mix(1.,1.-h,-gunky*0.8);
  177. fac=max(fac,scrape*clamp(gunky,0.,1.));
  178. fac=clamp(fac,0.,1.);
  179. fac*=rfac;
  180. return mix(rfac,fac,uCanvasFactor);
  181. }
  182. #ifndef OUR_GLES
  183. subroutine vec4 MixRoutines(vec4 a, vec4 b, float fac_a);
  184. #endif
  185. #ifndef OUR_GLES
  186. subroutine(MixRoutines)
  187. #endif
  188. vec4 DoMixNormal(vec4 a, vec4 b, float fac_a){
  189. return mix(a,b,1.0f-fac_a);
  190. }
  191. #ifndef OUR_GLES
  192. subroutine(MixRoutines)
  193. #endif
  194. vec4 DoMixSpectral(vec4 a, vec4 b, float fac_a){
  195. vec4 result = vec4(0,0,0,0);
  196. result.a=mix(a.a,b.a,1.0f-fac_a);
  197. float spec_a[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); rgb_to_spectral(a.rgb, spec_a);
  198. float spec_b[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); rgb_to_spectral(b.rgb, spec_b);
  199. float spectralmix[10] = float[10](0.,0.,0.,0.,0.,0.,0.,0.,0.,0.);
  200. for (int i=0; i < 10; i++) { spectralmix[i] = pow(spec_a[i], fac_a) * pow(spec_b[i], 1.0f-fac_a); }
  201. result.rgb=spectral_to_rgb(spectralmix);
  202. return result;
  203. }
  204. #ifdef OUR_GLES
  205. vec4 uMixRoutineSelection(vec4 a, vec4 b, float fac_a){
  206. if(uMixRoutineSelectionES==0){ return DoMixNormal(a,b,fac_a); }
  207. else{ return DoMixSpectral(a,b,fac_a); }
  208. }
  209. #else
  210. subroutine uniform MixRoutines uMixRoutineSelection;
  211. #endif
  212. vec4 spectral_mix(vec4 a, vec4 b, float fac_a){
  213. return uMixRoutineSelection(a,b,fac_a);
  214. }
  215. vec4 spectral_mix_unpre(vec4 colora, vec4 colorb, float fac){
  216. vec4 ca=(colora.a==0.0f)?colora:vec4(colora.rgb/colora.a,colora.a);
  217. vec4 cb=(colorb.a==0.0f)?colorb:vec4(colorb.rgb/colorb.a,colorb.a);
  218. float af=colora.a*(1.0f-fac);
  219. float aa=af/(af+fac*colorb.a+0.000001);
  220. vec4 result=spectral_mix(ca,cb,aa);
  221. result.a=mix(colora.a,colorb.a,fac);
  222. return vec4(result.rgb*result.a,result.a);
  223. }
  224. float atan2(in float y, in float x){
  225. bool s = (abs(x) > abs(y)); return mix(3.1415926535/2.0 - atan(x,y), atan(y,x), s);
  226. }
  227. vec2 rotate(vec2 v, float angle) {
  228. float s = sin(angle); float c = cos(angle);
  229. return mat2(c,-s,s,c) * v;
  230. }
  231. float brightness(vec4 color) {
  232. return color.r*0.2126+color.b*0.7152+color.g*0.0722;
  233. }
  234. vec4 mix_over(vec4 colora, vec4 colorb){
  235. vec4 a=(colora.a==0.0f)?colora:vec4(colora.rgb/colora.a,colora.a);
  236. vec4 b=(colorb.a==0.0f)?colorb:vec4(colorb.rgb/colorb.a,colorb.a);
  237. vec4 m=vec4(0,0,0,0); float aa=colora.a/(colora.a+(1.0f-colora.a)*colorb.a+OUR_FLT_EPS);
  238. m=spectral_mix(a,b,aa);
  239. m.a=colora.a+colorb.a*(1.0f-colora.a);
  240. m=vec4(m.rgb*m.a,m.a);
  241. return m;
  242. }
  243. int dab(float d, vec2 fpx, vec4 color, float size, float hardness, float smudge, vec4 smudge_color, vec4 last_color, out vec4 final){
  244. vec4 cc=color;
  245. float fac=1.0f-pow(d/size,1.0f+1.0f/(1.0f-hardness+OUR_FLT_EPS));
  246. float canvas=SampleCanvas(fpx,uBrushDirection,fac,uBrushForce,uBrushGunkyness);
  247. cc.a=color.a*canvas*(1.0f-smudge); cc.rgb=cc.rgb*cc.a;
  248. float erasing=float(uBrushErasing);
  249. cc=cc*(1.0f-erasing);
  250. // this looks better than the one commented out below
  251. vec4 c2=spectral_mix_unpre(last_color,smudge_color,smudge*fac*color.a*canvas);
  252. c2=mix_over(cc,c2);
  253. //vec4 c2=mix_over(cc,last_color);
  254. //c2=spectral_mix_unpre(c2,smudge_color,smudge*fac*color.a*canvas);
  255. c2=spectral_mix_unpre(c2,c2*(1.0f-fac*color.a),erasing*canvas);
  256. final=c2;
  257. return 1;
  258. }
  259. #ifndef saturate
  260. #define saturate(v) clamp(v, 0., 1.)
  261. #endif
  262. const float HCV_EPSILON = 1e-10;
  263. const float HCY_EPSILON = 1e-10;
  264. vec3 hue_to_rgb(float hue){
  265. float R = abs(hue * 6. - 3.) - 1.;
  266. float G = 2. - abs(hue * 6. - 2.);
  267. float B = 2. - abs(hue * 6. - 4.);
  268. return saturate(vec3(R,G,B));
  269. }
  270. vec3 hcy_to_rgb(vec3 hcy){
  271. const vec3 HCYwts = vec3(0.299, 0.587, 0.114);
  272. vec3 RGB = hue_to_rgb(hcy.x);
  273. float Z = dot(RGB, HCYwts);
  274. if (hcy.z < Z) { hcy.y *= hcy.z / Z; }
  275. else if (Z < 1.) { hcy.y *= (1. - hcy.z) / (1. - Z); }
  276. return (RGB - Z) * hcy.y + hcy.z;
  277. }
  278. vec3 rgb_to_hcv(vec3 rgb){
  279. // Based on work by Sam Hocevar and Emil Persson
  280. vec4 P = (rgb.g < rgb.b) ? vec4(rgb.bg, -1.0, 2.0/3.0) : vec4(rgb.gb, 0.0, -1.0/3.0);
  281. vec4 Q = (rgb.r < P.x) ? vec4(P.xyw, rgb.r) : vec4(rgb.r, P.yzx);
  282. float C = Q.x - min(Q.w, Q.y);
  283. float H = abs((Q.w - Q.y) / (6. * C + HCV_EPSILON) + Q.z);
  284. return vec3(H, C, Q.x);
  285. }
  286. vec3 rgb_to_hcy(vec3 rgb){
  287. const vec3 HCYwts = vec3(0.299, 0.587, 0.114);
  288. // Corrected by David Schaeffer
  289. vec3 HCV = rgb_to_hcv(rgb);
  290. float Y = dot(rgb, HCYwts);
  291. float Z = dot(hue_to_rgb(HCV.x), HCYwts);
  292. if (Y < Z) { HCV.y *= Z / (HCY_EPSILON + Y); }
  293. else { HCV.y *= (1. - Z) / (HCY_EPSILON + 1. - Y); }
  294. return vec3(HCV.x, HCV.y, Y);
  295. }
  296. #ifndef OUR_GLES
  297. subroutine void BrushRoutines();
  298. #endif
  299. #ifndef OUR_GLES
  300. subroutine(BrushRoutines)
  301. #endif
  302. void DoDabs(){
  303. ivec2 px = ivec2(gl_GlobalInvocationID.xy)+uBrushCorner;
  304. if(px.x<0||px.y<0||px.x>1024||px.y>1024) return;
  305. vec2 fpx=vec2(px),origfpx=fpx;
  306. fpx=uBrushCenter+rotate(fpx-uBrushCenter,uBrushAngle);
  307. fpx.x=uBrushCenter.x+(fpx.x-uBrushCenter.x)*(1.+uBrushSlender);
  308. float dd=distance(fpx,uBrushCenter); if(dd>uBrushSize) return;
  309. vec4 dabc=OurImageLoad(img, px);
  310. vec4 smudgec=pow(spectral_mix_unpre(pow(OurImageLoad(smudge_buckets,ivec2(1,0)),p1_22),pow(OurImageLoad(smudge_buckets,ivec2(0,0)),p1_22),uBrushRecentness),p22);
  311. vec4 final_color;
  312. dab(dd,origfpx,uBrushColor,uBrushSize,uBrushHardness,uBrushSmudge,smudgec,dabc,final_color);
  313. if(final_color.a>0.){
  314. if(uBrushMix==0){ dabc=final_color; }
  315. else if(uBrushMix==1){ dabc.rgb=final_color.rgb/final_color.a*dabc.a;}
  316. else if(uBrushMix==2){ vec3 xyz=rgb_to_hcy(dabc.rgb); xyz.xy=rgb_to_hcy(final_color.rgb).xy; dabc.rgb=hcy_to_rgb(xyz); }
  317. else if(uBrushMix==3){ dabc.rgb=dabc.rgb+final_color.rgb*0.01;dabc.a=dabc.a*0.99+final_color.a*0.01; }
  318. OurImageStore(img, px, dabc);
  319. }
  320. }
  321. #ifndef OUR_GLES
  322. subroutine(BrushRoutines)
  323. #endif
  324. void DoSample(){
  325. ivec2 p=ivec2(gl_GlobalInvocationID.xy);
  326. int DoSample=1; vec4 color;
  327. if(p.y==0){
  328. vec2 sp=round(vec2(sin(float(p.x)),cos(float(p.x)))*uBrushSize);
  329. ivec2 px=ivec2(sp)+uBrushCorner; if(px.x<0||px.y<0||px.x>=1024||px.y>=1024){ DoSample=0; }
  330. if(DoSample!=0){
  331. ivec2 b=uBrushCorner; if(b.x>=0&&b.y>=0&&b.x<1024&&b.y<1024){ OurImageStore(smudge_buckets,ivec2(128+WORKGROUP_SIZE,0),OurImageLoad(img, b)); }
  332. color=OurImageLoad(img, px);
  333. OurImageStore(smudge_buckets,ivec2(p.x+128,0),color);
  334. }
  335. }else{DoSample=0;}
  336. memoryBarrier();barrier(); if(DoSample==0) return;
  337. if(uBrushErasing==0 || p.x!=0) return;
  338. color=vec4(0.,0.,0.,0.); for(int i=0;i<WORKGROUP_SIZE;i++){ color=color+OurImageLoad(smudge_buckets, ivec2(i+128,0)); }
  339. color=spectral_mix_unpre(color/vec4(WORKGROUP_SIZE),OurImageLoad(smudge_buckets, ivec2(128+WORKGROUP_SIZE,0)),0.6*(1.0f-uBrushColor.a)); vec4 oldcolor=OurImageLoad(smudge_buckets, ivec2(0,0));
  340. OurImageStore(smudge_buckets,ivec2(1,0),uBrushErasing==2?color:oldcolor);
  341. OurImageStore(smudge_buckets,ivec2(0,0),color);
  342. }
  343. #ifdef OUR_GLES
  344. void uBrushRoutineSelection(){
  345. if(uBrushRoutineSelectionES==0){ DoDabs(); }
  346. else{ DoSample(); }
  347. }
  348. #else
  349. subroutine uniform BrushRoutines uBrushRoutineSelection;
  350. #endif
  351. void main() {
  352. uBrushRoutineSelection();
  353. }
  354. )";
  355. const char OUR_COMPOSITION_SHADER[] = R"(
  356. layout(local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1) in;
  357. #ifdef OUR_GLES
  358. precision highp uimage2D;
  359. precision highp float;
  360. precision highp int;
  361. layout(r32ui, binding = 0) uniform uimage2D top;
  362. layout(r32ui, binding = 1) uniform uimage2D bottom;
  363. #else
  364. layout(rgba16ui, binding = 0) uniform uimage2D top;
  365. layout(rgba16ui, binding = 1) uniform uimage2D bottom;
  366. #endif
  367. uniform int uBlendMode;
  368. uniform float uAlphaTop;
  369. uniform float uAlphaBottom;
  370. #with OUR_SHADER_COMMON
  371. vec4 mix_over(vec4 colora, vec4 colorb){
  372. colora=colora*uAlphaTop/uAlphaBottom;
  373. vec4 c; c.a=colora.a+colorb.a*(1.0f-colora.a);
  374. c.rgb=(colora.rgb+colorb.rgb*(1.0f-colora.a));
  375. return c;
  376. }
  377. vec4 add_over(vec4 colora, vec4 colorb){
  378. colora=colora*uAlphaTop/uAlphaBottom;
  379. vec4 a=colora+colorb; a.a=clamp(a.a,0.,1.); return a;
  380. }
  381. void main() {
  382. ivec2 px=ivec2(gl_GlobalInvocationID.xy);
  383. vec4 c1=OurImageLoad(top,px); vec4 c2=OurImageLoad(bottom,px);
  384. vec4 c=(uBlendMode==0)?mix_over(c1,c2):add_over(c1,c2);
  385. OurImageStore(bottom,px,c);
  386. OurImageStore(top,px,vec4(1.));
  387. }
  388. )";