struct VertexOutput { @builtin(position) position: vec4f, @location(0) tex_coord: vec2f, } struct BlendUniforms { blend_mode: u32, _pad0: u32, _pad1: u32, _pad2: u32, } @group(0) @binding(0) var base_texture: texture_2d; @group(0) @binding(1) var base_sampler: sampler; @group(1) @binding(0) var layer_texture: texture_2d; @group(1) @binding(1) var layer_sampler: sampler; @group(2) @binding(0) var uniforms: BlendUniforms; fn clamp01(color: vec3f) -> vec3f { return clamp(color, vec3f(0.0), vec3f(1.0)); } fn lum(c: vec3f) -> f32 { return dot(c, vec3f(0.3, 0.59, 0.11)); } fn sat(c: vec3f) -> f32 { return max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b); } fn clip_color(c: vec3f) -> vec3f { var result = c; let l = lum(result); let n = min(min(result.r, result.g), result.b); let x = max(max(result.r, result.g), result.b); if (n < 0.0) { result = l + ((result - l) * l) / (l - n); } if (x > 1.0) { result = l + ((result - l) * (1.0 - l)) / (x - l); } return result; } fn set_lum(c: vec3f, l: f32) -> vec3f { return clip_color(c + (l - lum(c))); } fn set_sat(color: vec3f, target_sat: f32) -> vec3f { var result = color; let max_value = max(max(result.r, result.g), result.b); let min_value = min(min(result.r, result.g), result.b); if (max_value <= min_value) { return vec3f(0.0); } let scale = target_sat / (max_value - min_value); result = (result - vec3f(min_value)) * scale; return result; } fn hard_light(base: vec3f, layer: vec3f) -> vec3f { let low = 2.0 * base * layer; let high = 1.0 - 2.0 * (1.0 - base) * (1.0 - layer); return select(low, high, layer >= vec3f(0.5)); } fn soft_light_channel(base: f32, layer: f32) -> f32 { if (layer <= 0.5) { return base - (1.0 - 2.0 * layer) * base * (1.0 - base); } let d = select( ((16.0 * base - 12.0) * base + 4.0) * base, sqrt(base), base > 0.25, ); return base + (2.0 * layer - 1.0) * (d - base); } fn soft_light(base: vec3f, layer: vec3f) -> vec3f { return vec3f( soft_light_channel(base.r, layer.r), soft_light_channel(base.g, layer.g), soft_light_channel(base.b, layer.b), ); } fn color_dodge(base: vec3f, layer: vec3f) -> vec3f { return select( min(vec3f(1.0), base / max(vec3f(0.0001), vec3f(1.0) - layer)), vec3f(1.0), layer >= vec3f(1.0), ); } fn color_burn(base: vec3f, layer: vec3f) -> vec3f { return select( vec3f(1.0) - min(vec3f(1.0), (vec3f(1.0) - base) / max(vec3f(0.0001), layer)), vec3f(0.0), layer <= vec3f(0.0), ); } fn blend_rgb(base: vec3f, layer: vec3f, mode: u32) -> vec3f { switch mode { case 1u { return min(base, layer); } case 2u { return base * layer; } case 3u { return color_burn(base, layer); } case 4u { return max(base, layer); } case 5u { return 1.0 - (1.0 - base) * (1.0 - layer); } case 6u { return min(vec3f(1.0), base + layer); } case 7u { return color_dodge(base, layer); } case 8u { return select( 2.0 * base * layer, 1.0 - 2.0 * (1.0 - base) * (1.0 - layer), base >= vec3f(0.5), ); } case 9u { return soft_light(base, layer); } case 10u { return hard_light(base, layer); } case 11u { return abs(base - layer); } case 12u { return base + layer - 2.0 * base * layer; } case 13u { return set_lum(set_sat(layer, sat(base)), lum(base)); } case 14u { return set_lum(set_sat(base, sat(layer)), lum(base)); } case 15u { return set_lum(layer, lum(base)); } case 16u { return set_lum(base, lum(layer)); } default { return layer; } } } @fragment fn fragment_main(input: VertexOutput) -> @location(0) vec4f { let base = textureSample(base_texture, base_sampler, input.tex_coord); let layer = textureSample(layer_texture, layer_sampler, input.tex_coord); let blend_rgb_value = blend_rgb(base.rgb, layer.rgb, uniforms.blend_mode); let out_alpha = layer.a + base.a * (1.0 - layer.a); let out_rgb = ((1.0 - layer.a) * base.rgb) + (layer.a * ((1.0 - base.a) * layer.rgb + base.a * blend_rgb_value)); return vec4f(clamp01(out_rgb), out_alpha); }