/usr/include/Nux-4.0/NuxGraphics/RenderingPipeTextureBlendShaderSource.h is in libnux-4.0-dev 4.0.6+14.04.20140409-0ubuntu1.
This file is owned by root:root, with mode 0o644.
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* Copyright 2010-2012 Inalogic® Inc.
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License, as
* published by the Free Software Foundation; either version 2.1 or 3.0
* of the License.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranties of
* MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the applicable version of the GNU Lesser General Public
* License for more details.
*
* You should have received a copy of both the GNU Lesser General Public
* License along with this program. If not, see <http://www.gnu.org/licenses/>
*
* Authored by: Jay Taoko <jaytaoko@inalogic.com>
* Robert Carr <racarr@canonical.com>
*/
#ifndef RENDERING_PIPE_TEXTURE_BLEND_SHADER_SOURCE_H
#define RENDERING_PIPE_TEXTURE_BLEND_SHADER_SOURCE_H
namespace nux
{
static const std::string BlendNormalShader = " \n\
vec3 BlendNormal(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return L; \n\
}";
static const std::string BlendLightenShader = " \n\
vec3 BlendLighten(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
// This mode is commutative \n\
vec3 V = max(L, B); \n\
return V; \n\
}";
static const std::string BlendDarkenShader = " \n\
vec3 BlendDarken(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
vec3 V = min(L, B); \n\
return V; \n\
}";
static const std::string BlendMultiplyShader = " \n\
vec3 BlendMultiply(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return(B * L); \n\
}";
static const std::string BlendAverageShader = " \n\
vec3 BlendAverage(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
// This mode is commutative \n\
return((B + L) / 2.0); \n\
}";
// *** Additive Modes ***
static const std::string BlendAddShader = " \n\
vec3 BlendAdd(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return min(B + L, vec3(1.0)); \n\
}";
static const std::string BlendSubstractShader = " \n\
vec3 BlendSubstract(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return max(B + L - vec3(1.0), vec3(0.0)); \n\
}";
// *** Difference Modes ***
static const std::string BlendDifferenceShader = " \n\
vec3 BlendDifference(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return abs(B - L); \n\
}";
static const std::string BlendNegationShader = " \n\
vec3 BlendNegation(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return(vec3(1.0) - abs(vec3(1.0) - B - L)); \n\
}";
static const std::string BlendExclusionShader = " \n\
vec3 BlendExclusion(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return(B + L - 2.0 * B * L); \n\
}";
static const std::string BlendScreenShader = " \n\
vec3 BlendScreen(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return(1.0 - (1.0 - B) * (1.0 - L)); \n\
}";
static const std::string BlendOverlayShader = " \n\
float _BlendOverlay(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L < 0.5) \n\
return(2.0 * B * L); \n\
else \n\
return(1.0 - 2.0 * (1.0 - B) * (1.0 - L)); \n\
} \n\
vec3 BlendOverlay(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendOverlay(B.r,L.r), _BlendOverlay(B.g ,L.g), _BlendOverlay(B.b,L.b)); \n\
}";
static const std::string BlendSoftLightShader = " \n\
float _BlendSoftLight(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L < 0.5) \n\
return(2.0 * B * L + B * B * (1.0 - 2.0 * L)); \n\
else \n\
return sqrt(B) * (2.0 * L - 1.0) + 2.0 * B * (1.0 - L); \n\
} \n\
vec3 BlendSoftLight(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendSoftLight(B.r, L.r), _BlendSoftLight(B.g, L.g), _BlendSoftLight(B.b, L.b)); \n\
}";
static const std::string BlendHardLightShader = " \n\
float _BlendHardLight(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L < 0.5) \n\
return(2.0 * B * L); \n\
else \n\
return(1.0 - 2.0 * (1.0 - B) * (1.0 - L)); \n\
} \n\
vec3 BlendHardLight(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendHardLight(B.r, L.r), _BlendHardLight(B.g, L.g), _BlendHardLight(B.b, L.b)); \n\
}";
static const std::string BlendColorDodgeShader = " \n\
float _BlendColorDodge(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L == 1.0) \n\
return 1.0; \n\
else \n\
return min(B / (1.0 - L), 1.0); \n\
} \n\
vec3 BlendColorDodge(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendColorDodge(B.r, L.r), _BlendColorDodge(B.g, L.g), _BlendColorDodge(B.b, L.b)); \n\
}";
static const std::string BlendLinearDodgeShader = " \n\
float _BlendLinearDodge(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
return min(B + L, 1.0); \n\
} \n\
vec3 BlendLinearDodge(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendLinearDodge(B.r, L.r), _BlendLinearDodge(B.g, L.g), _BlendLinearDodge(B.b, L.b)); \n\
}";
static const std::string BlendColorBurnShader = " \n\
float _BlendColorBurn(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L == 0.0) \n\
return 0.0; \n\
else \n\
return max(1.0 - ((1.0 - B) / L), 0.0); \n\
} \n\
vec3 BlendColorBurn(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendColorBurn(B.r, L.r), _BlendColorBurn(B.g, L.g), _BlendColorBurn(B.b, L.b)); \n\
}";
static const std::string BlendLinearBurnShader = " \n\
float _BlendLinearBurn(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
return max(B + L - 1.0, 0.0); \n\
} \n\
vec3 BlendLinearBurn(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendLinearBurn(B.r, L.r), _BlendLinearBurn(B.g, L.g), _BlendLinearBurn(B.b, L.b)); \n\
}";
static const std::string BlendLinearLightShader = BlendLinearBurnShader + BlendLinearDodgeShader +
"float _BlendLinearLight(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L < 0.5) \n\
return _BlendLinearBurn(B, (2.0 * L)); \n\
else \n\
return _BlendLinearDodge(B, (2.0 * (L - 0.5))); \n\
} \n\
vec3 BlendLinearLight(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendLinearLight(B.r, L.r), _BlendLinearLight(B.g, L.g), _BlendLinearLight(B.b, L.b)); \n\
}";
static const std::string BlendVividLightShader = BlendColorBurnShader + BlendColorDodgeShader +
"float _BlendVividLight(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L < 0.5) \n\
return _BlendColorBurn(B, (2.0 * L)); \n\
else \n\
return _BlendColorDodge(B, (2.0 * (L - 0.5))); \n\
} \n\
vec3 BlendVividLight(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendVividLight(B.r, L.r), _BlendVividLight(B.g, L.g), _BlendVividLight(B.b, L.b)); \n\
}";
static const std::string BlendPinLightShader = " \n\
float _BlendPinLight(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L < 0.5) \n\
return min(B, (2.0 * L)); \n\
else \n\
return max(B, (2.0 * (L - 0.5))); \n\
} \n\
vec3 BlendPinLight(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendPinLight(B.r, L.r), _BlendPinLight(B.g, L.g), _BlendPinLight(B.b, L.b)); \n\
}";
static const std::string BlendHardMixShader = BlendVividLightShader +
"float _BlendHardMix(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (_BlendVividLight(B, L) < 0.5) \n\
return 0.0; \n\
else \n\
return 1.0; \n\
} \n\
vec3 BlendHardMix(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendHardMix(B.r, L.r), _BlendHardMix(B.g, L.g), _BlendHardMix(B.b, L.b)); \n\
}";
static const std::string BlendReflectShader = " \n\
float _BlendReflect(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L == 1.0) \n\
return 1.0; \n\
else \n\
return min(B * B / (1.0 - L), 1.0); \n\
} \n\
vec3 BlendReflect(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendReflect(B.r, L.r), _BlendReflect(B.g, L.g), _BlendReflect(B.b, L.b)); \n\
}";
static const std::string BlendGlowShader = " \n\
float _BlendGlow(float B /*background layer*/, float L /*foreground layer*/) \n\
{ \n\
if (L == 1.0) \n\
return 1.0; \n\
else \n\
return min(L * L / (1.0 - B), 1.0); \n\
} \n\
vec3 BlendGlow(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return vec3(_BlendGlow(B.r, L.r), _BlendGlow(B.g, L.g), _BlendGlow(B.b, L.b)); \n\
}";
static const std::string BlendPhoenixShader = " \n\
vec3 BlendPhoenix(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return min(B, L) - max(B, L) + vec3(1.0); \n\
}";
static const std::string BlendOpacityShader = " \n\
vec3 BlendOpacity(vec3 B /*background layer*/, vec3 L /*foreground layer*/) \n\
{ \n\
return O * L + (1 - O) * B; \n\
}";
}
#endif
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