📝 Added entire config directory for backup purposes
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform mat3 worldToOutput;
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uniform sampler2D inputImage[2];
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uniform mat3 outputToInput[2];
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uniform bool bhue; // Blend HUE?
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uniform bool bsat; // Blend Saturation?
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uniform bool blum; // Blend Luminosity?
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uniform float balpha; // Blending Alpha
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uniform bool bmask; // Base mask?
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// ---------------------------
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// Blending calculations from:
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// https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_blend_equation_advanced.txt
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float minv3(vec3 c)
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{
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return min(min(c.r, c.g), c.b);
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}
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float maxv3(vec3 c)
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{
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return max(max(c.r, c.g), c.b);
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}
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float lumv3(vec3 c)
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{
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return dot(c, vec3(0.30, 0.59, 0.11));
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}
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float satv3(vec3 c)
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{
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return maxv3(c) - minv3(c);
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}
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// If any color components are outside [0,1], adjust the color to get the components in range.
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vec3 ClipColor(vec3 color)
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{
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float lum = lumv3(color);
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float mincol = minv3(color);
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float maxcol = maxv3(color);
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if (mincol < 0.0) {
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color = lum + ((color-lum) * lum) / (lum-mincol);
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}
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if (maxcol > 1.0) {
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color = lum + ((color-lum) * (1.0 -lum)) / (maxcol-lum);
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}
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return color;
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}
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// Take the base RGB color <cbase> and override its luminosity
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// with that of the RGB color <clum>.
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vec3 SetLum(vec3 cbase, vec3 clum)
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{
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float lbase = lumv3(cbase);
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float llum = lumv3(clum);
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float ldiff = llum - lbase;
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vec3 color = cbase + vec3(ldiff);
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return ClipColor(color);
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}
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// Take the base RGB color <cbase> and override its saturation with
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// that of the RGB color <csat>. The override the luminosity of the
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// result with that of the RGB color <clum>.
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vec3 SetLumSat(vec3 cbase, vec3 csat, vec3 clum)
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{
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float minbase = minv3(cbase);
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float sbase = satv3(cbase);
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float ssat = satv3(csat);
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vec3 color;
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if (sbase > 0.0) {
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// Equivalent (modulo rounding errors) to setting the
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// smallest (R,G,B) component to 0, the largest to <ssat>,
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// and interpolating the "middle" component based on its
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// original value relative to the smallest/largest.
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color = (cbase - minbase) * ssat / sbase;
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} else {
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color = vec3(0.0);
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}
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return SetLum(color, clum);
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}
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// ---------------------------
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void main( void )
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{
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// Read sources
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vec2 fg_texPos = (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy;
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vec2 bg_texPos = (outputToInput[1] * vec3(gl_FragCoord.xy, 1.0)).xy;
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vec4 fg_frag = texture2D(inputImage[0], fg_texPos);
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vec4 bg_frag = texture2D(inputImage[1], bg_texPos);
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// De-premultiplication
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vec3 fg_pix = vec3(0.0);
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if (fg_frag.a > 0.0) fg_pix = fg_frag.rgb / fg_frag.a;
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vec3 bg_pix = vec3(0.0);
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if (bg_frag.a > 0.0) bg_pix = bg_frag.rgb / bg_frag.a;
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// Figure out output alpha
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float fg_alpha = fg_frag.a * balpha;
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float bg_alpha = bg_frag.a;
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if (bmask) {
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gl_FragColor.a = bg_alpha;
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} else {
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gl_FragColor.a = fg_alpha + bg_alpha * (1.0 - fg_alpha);
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}
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if (gl_FragColor.a <= 0.0) discard;
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// Perform blending
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if (fg_alpha > 0.0 && bg_alpha > 0.0) {
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vec3 o_pix = SetLumSat(bhue ? fg_pix : bg_pix, bsat ? fg_pix : bg_pix, blum ? fg_pix : bg_pix);
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gl_FragColor.rgb = mix(bg_pix, o_pix, balpha);
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} else if (fg_alpha > 0.0) {
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gl_FragColor.rgb = fg_pix;
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} else {
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gl_FragColor.rgb = bg_pix;
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}
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// Premultiplication
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gl_FragColor.rgb *= gl_FragColor.a;
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}
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