refactor: cell_fragment blending functions

This commit is contained in:
Martin Wernstål 2023-01-24 17:29:35 +01:00
parent 8ece895774
commit 9a1155721c

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@ -34,32 +34,36 @@ in float colored_sprite;
out vec4 final_color;
// Util functions {{{
vec4 alpha_blend(vec3 over, float over_alpha, vec3 under, float under_alpha) {
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_alpha, 1.0f, over_alpha);
vec3 combined_color = mix(under * under_alpha, over, over_alpha);
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);
}
vec3 premul_blend(vec3 over, float over_alpha, vec3 under) {
return over + (1.0f - over_alpha) * under;
}
vec4 alpha_blend_premul(vec3 over, float over_alpha, vec3 under, float under_alpha) {
vec4 alpha_blend_premul(vec4 over, vec4 under) {
// Same as alpha_blend() except that it assumes over and under are both premultiplied.
float alpha = mix(under_alpha, 1.0f, over_alpha);
return vec4(premul_blend(over, over_alpha, under), alpha);
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 blend_onto_opaque_premul(vec3 over, float over_alpha, vec3 under) {
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
return vec4(premul_blend(over, over_alpha, under), 1.0);
float inv_over_alpha = 1.0f - over.a;
return vec4(over.rgb + under.rgb * inv_over_alpha, 1.0);
}
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);
}
// }}}
@ -105,7 +109,7 @@ vec4 calculate_foreground() {
// Since strike and text are the same color, we simply add the alpha values
float combined_alpha = min(text_alpha + strike_alpha, 1.0f);
// Underline color might be different, so alpha blend
vec4 ans = alpha_blend(fg, combined_alpha * effective_text_alpha, decoration_fg, underline_alpha * effective_text_alpha);
vec4 ans = alpha_blend(vec4(fg, combined_alpha * effective_text_alpha), vec4(decoration_fg, underline_alpha * effective_text_alpha));
return mix(ans, cursor_color_vec, cursor_alpha);
}
#endif
@ -114,25 +118,25 @@ void main() {
#ifdef SIMPLE
vec4 fg = calculate_foreground();
#ifdef TRANSPARENT
final_color = alpha_blend_premul(fg.rgb, fg.a, background.rgb * bg_alpha, bg_alpha);
final_color = alpha_blend_premul(fg, vec4_premul(background, bg_alpha));
#else
final_color = blend_onto_opaque_premul(fg.rgb, fg.a, background.rgb);
final_color = alpha_blend_premul(fg, background);
#endif
#endif
#ifdef SPECIAL
#ifdef TRANSPARENT
final_color = vec4(background.rgb * bg_alpha, bg_alpha);
final_color = vec4_premul(background, bg_alpha);
#else
final_color = vec4(background.rgb, bg_alpha);
final_color = vec4(background, bg_alpha);
#endif
#endif
#ifdef BACKGROUND
#if defined(TRANSPARENT)
final_color = vec4(background.rgb * bg_alpha, bg_alpha);
final_color = vec4_premul(background, bg_alpha);
#else
final_color = vec4(background.rgb, draw_bg);
final_color = vec4(background, draw_bg);
#endif
#endif