shader_type canvas_item; render_mode unshaded; const float HCV_EPSILON = 1e-10; const float HSL_EPSILON = 1e-10; uniform sampler2DArray layers : filter_nearest; // Nx3 texture, where N is the number of layers and the first row are the blend modes, // the second are the opacities and the third are the origins uniform sampler2D metadata : filter_nearest; uniform bool origin_x_positive = true; uniform bool origin_y_positive = true; // Conversion functions from // https://gist.github.com/unitycoder/aaf94ddfe040ec2da93b58d3c65ab9d9 // licensed under MIT // Converts from pure Hue to linear RGB vec3 hue_to_rgb(float hue) { float R = abs(hue * 6.0 - 3.0) - 1.0; float G = 2.0 - abs(hue * 6.0 - 2.0); float B = 2.0 - abs(hue * 6.0 - 4.0); return clamp(vec3(R, G, B), 0.0, 1.0); } // Converts from HSL to linear RGB vec3 hsl_to_rgb(vec3 hsl) { vec3 rgb = hue_to_rgb(hsl.x); float C = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y; return (rgb - 0.5) * C + hsl.z; } // Converts a value from linear RGB to HCV (Hue, Chroma, Value) vec3 rgb_to_hcv(vec3 rgb) { // Based on work by Sam Hocevar and Emil Persson vec4 P = (rgb.g < rgb.b) ? vec4(rgb.bg, -1.0, 2.0/3.0) : vec4(rgb.gb, 0.0, -1.0/3.0); vec4 Q = (rgb.r < P.x) ? vec4(P.xyw, rgb.r) : vec4(rgb.r, P.yzx); float C = Q.x - min(Q.w, Q.y); float H = abs((Q.w - Q.y) / (6.0 * C + HCV_EPSILON) + Q.z); return vec3(H, C, Q.x); } // Converts from linear rgb to HSL vec3 rgb_to_hsl(vec3 rgb) { vec3 HCV = rgb_to_hcv(rgb); float L = HCV.z - HCV.y * 0.5; float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + HSL_EPSILON); return vec3(HCV.x, S, L); } vec4 blend(int blend_type, vec4 current_color, vec4 prev_color, float opacity) { vec4 result; if (current_color.a <= 0.001 || opacity <= 0.001) { return prev_color; } current_color.rgb = current_color.rgb * opacity; // Premultiply with the layer texture's alpha to prevent semi transparent pixels from being too bright (ALL LAYER TYPES!) current_color.a = current_color.a * opacity; // Combine the layer opacity switch(blend_type) { case 1: // Darken result.rgb = min(prev_color.rgb, current_color.rgb); break; case 2: // Multiply result.rgb = prev_color.rgb * current_color.rgb; break; case 3: // Color burn result.rgb = 1.0 - (1.0 - prev_color.rgb) / current_color.rgb; break; case 4: // Linear burn result.rgb = prev_color.rgb + current_color.rgb - 1.0; break; case 5: // Lighten result.rgb = max(prev_color.rgb, current_color.rgb); break; case 6: // Screen result.rgb = mix(prev_color.rgb, 1.0 - (1.0 - prev_color.rgb) * (1.0 - current_color.rgb), current_color.a); break; case 7: // Color dodge result.rgb = prev_color.rgb / (1.0 - current_color.rgb); break; case 8: // Add (linear dodge) result.rgb = prev_color.rgb + current_color.rgb; break; case 9: // Overlay result.rgb = mix(2.0 * prev_color.rgb * current_color.rgb, 1.0 - 2.0 * (1.0 - current_color.rgb) * (1.0 - prev_color.rgb), round(prev_color.rgb)); break; case 10: // Soft light result.rgb = mix(2.0 * prev_color.rgb * current_color.rgb + prev_color.rgb * prev_color.rgb * (1.0 - 2.0 * current_color.rgb), sqrt(prev_color.rgb) * (2.0 * current_color.rgb - 1.0) + (2.0 * prev_color.rgb) * (1.0 - current_color.rgb), round(prev_color.rgb)); break; case 11: // Hard light result.rgb = mix(2.0 * prev_color.rgb * current_color.rgb, 1.0 - 2.0 * (1.0 - current_color.rgb) * (1.0 - prev_color.rgb), round(current_color.rgb)); break; case 12: // Difference result.rgb = abs(prev_color.rgb - current_color.rgb); break; case 13: // Exclusion result.rgb = prev_color.rgb + current_color.rgb - 2.0 * prev_color.rgb * current_color.rgb; break; case 14: // Subtract result.rgb = prev_color.rgb - current_color.rgb; break; case 15: // Divide result.rgb = prev_color.rgb / current_color.rgb; break; case 16: // Hue vec3 current_hsl = rgb_to_hsl(current_color.rgb); vec3 prev_hsl = rgb_to_hsl(prev_color.rgb); result.rgb = hsl_to_rgb(vec3(current_hsl.r, prev_hsl.g, prev_hsl.b)); break; case 17: // Saturation vec3 current_hsl = rgb_to_hsl(current_color.rgb); vec3 prev_hsl = rgb_to_hsl(prev_color.rgb); result.rgb = hsl_to_rgb(vec3(prev_hsl.r, current_hsl.g, prev_hsl.b)); break; case 18: // Color vec3 current_hsl = rgb_to_hsl(current_color.rgb); vec3 prev_hsl = rgb_to_hsl(prev_color.rgb); result.rgb = hsl_to_rgb(vec3(current_hsl.r, current_hsl.g, prev_hsl.b)); break; case 19: // Luminosity vec3 current_hsl = rgb_to_hsl(current_color.rgb); vec3 prev_hsl = rgb_to_hsl(prev_color.rgb); result.rgb = hsl_to_rgb(vec3(prev_hsl.r, prev_hsl.g, current_hsl.b)); break; default: // Normal (case 0) result.rgb = prev_color.rgb * (1.0 - current_color.a) + current_color.rgb; break; } result.a = prev_color.a * (1.0 - current_color.a) + current_color.a; result = clamp(result, 0.0, 1.0); return mix(current_color, result, prev_color.a); } // Zeroes the alpha values of textures when UV < 0 and UV > 1 float border_trim(vec4 color, vec2 uv) { return min(step(uv.x, 1.0) * step(0.0, uv.x) * step(uv.y, 1.0) * step(0.0, uv.y), color.a); } void fragment() { ivec2 metadata_size = textureSize(metadata, 0) - 1; vec2 first_origin = texture(metadata, vec2(0.0, 2.0 / float(metadata_size.y))).rg; if (!origin_x_positive) { first_origin.x = -first_origin.x; } if (!origin_y_positive) { first_origin.y = -first_origin.y; } float first_opacity = texture(metadata, vec2(0.0, 1.0 / float(metadata_size.y))).r; vec4 col = texture(layers, vec3(UV - first_origin, 0.0)); col.a = border_trim(col, UV - first_origin); col.a *= first_opacity; for(int i = 1; i < metadata_size.x + 1; i++) // Loops through every layer { float blend_mode_float = texture(metadata, vec2(float(i) / float(metadata_size.x), 0.0)).r; // Blend modes are being stored as integers divided by 255, so convert them back to // their integer form int current_blend_mode = int(floor(blend_mode_float * 255.0)); vec2 current_origin = texture(metadata, vec2(float(i) / float(metadata_size.x), 2.0 / float(metadata_size.y))).rg; if (!origin_x_positive) { current_origin.x = -current_origin.x; } if (!origin_y_positive) { current_origin.y = -current_origin.y; } float current_opacity = texture(metadata, vec2(float(i) / float(metadata_size.x), 1.0 / float(metadata_size.y))).r; vec2 uv = UV - current_origin; vec4 texture_color = texture(layers, vec3(uv, float(i))); texture_color.a = border_trim(texture_color, uv); col = blend(current_blend_mode, texture_color, col, current_opacity); } COLOR = col; }