ruffle/render/wgpu/shaders/blend/multiply.wgsl

50 lines
1.8 KiB
WebGPU Shading Language

// NOTE: The `common.wgsl` source is prepended to this before compilation.
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@group(1) @binding(0) var<uniform> transforms: common__Transforms;
@group(2) @binding(0) var parent_texture: texture_2d<f32>;
@group(2) @binding(1) var current_texture: texture_2d<f32>;
@group(2) @binding(2) var texture_sampler: sampler;
@vertex
fn main_vertex(in: common__VertexInput) -> VertexOutput {
let pos = common__globals.view_matrix * transforms.world_matrix * vec4<f32>(in.position.x, in.position.y, 1.0, 1.0);
let uv = vec2<f32>((pos.x + 1.0) / 2.0, -((pos.y - 1.0) / 2.0));
return VertexOutput(pos, uv);
}
fn blend_func(src: vec3<f32>, dst: vec3<f32>) -> vec3<f32> {
return src * dst;
}
@fragment
fn main_fragment(in: VertexOutput) -> @location(0) vec4<f32> {
// dst is the parent pixel we're blending onto
var dst: vec4<f32> = textureSample(parent_texture, texture_sampler, in.uv);
// src is the pixel that we want to apply
var src: vec4<f32> = textureSample(current_texture, texture_sampler, in.uv);
// Flash does the following, which makes this not a pure multiply:
// If src.a is 0, don't write anything
// If dst.a is 0, replace the pixel entirely
// Else, blend
if (src.a > 0.0) {
if (dst.a > 0.0) {
return vec4<f32>(src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a) + src.a * dst.a * blend_func(src.rgb / src.a, dst.rgb / dst.a), src.a + dst.a * (1.0 - src.a));
} else {
return src;
}
} else {
if (true) {
// This needs to be in a branch because... reasons. Bug in naga.
// https://github.com/gfx-rs/naga/issues/2168
discard;
}
return dst;
}
}