uniform sampler2D colorBuffer; uniform sampler2D depthBuffer; uniform int bgType; uniform vec4 colorOverride; in vec4 uvcoordsvar; out vec4 fragColor; #define BG_SOLID 0 #define BG_GRADIENT 1 #define BG_CHECKER 2 #define BG_RADIAL 3 #define BG_SOLID_CHECKER 4 #define BG_MASK 5 #define SQRT2 1.4142135623730950488 /* 4x4 bayer matrix prepared for 8bit UNORM precision error. */ #define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0)) const vec4 dither_mat4x4[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)), vec4(P(12.0), P(4.0), P(14.0), P(6.0)), vec4(P(3.0), P(11.0), P(1.0), P(9.0)), vec4(P(15.0), P(7.0), P(13.0), P(5.0))); float dither(void) { ivec2 co = ivec2(gl_FragCoord.xy) % 4; return dither_mat4x4[co.x][co.y]; } void main() { /* The blend equation is: * resutl.rgb = SRC.rgb * (1 - DST.a) + DST.rgb * (SRC.a) * result.a = SRC.a * 0 + DST.a * SRC.a * This removes the alpha channel and put the background behind reference images * while masking the reference images by the render alpha. */ float alpha = texture(colorBuffer, uvcoordsvar.xy).a; float depth = texture(depthBuffer, uvcoordsvar.xy).r; vec3 bg_col; vec3 col_high; vec3 col_low; /* BG_SOLID_CHECKER selects BG_SOLID when no pixel has been drawn otherwise use the BG_CHERKER. */ int bg_type = bgType == BG_SOLID_CHECKER ? (depth == 1.0 ? BG_SOLID : BG_CHECKER) : bgType; switch (bg_type) { case BG_SOLID: bg_col = colorBackground.rgb; break; case BG_GRADIENT: /* XXX do interpolation in a non-linear space to have a better visual result. */ col_high = pow(colorBackground.rgb, vec3(1.0 / 2.2)); col_low = pow(colorBackgroundGradient.rgb, vec3(1.0 / 2.2)); bg_col = mix(col_low, col_high, uvcoordsvar.t); /* Convert back to linear. */ bg_col = pow(bg_col, vec3(2.2)); /* Dither to hide low precision buffer. (Could be improved) */ bg_col += dither(); break; case BG_RADIAL: /* Do interpolation in a non-linear space to have a better visual result. */ col_high = pow(colorBackground.rgb, vec3(1.0 / 2.2)); col_low = pow(colorBackgroundGradient.rgb, vec3(1.0 / 2.2)); vec2 uv_n = uvcoordsvar.xy - 0.5; bg_col = mix(col_high, col_low, length(uv_n) * SQRT2); /* Convert back to linear. */ bg_col = pow(bg_col, vec3(2.2)); /* Dither to hide low precision buffer. (Could be improved) */ bg_col += dither(); break; case BG_CHECKER: float size = sizeChecker * sizePixel; ivec2 p = ivec2(floor(gl_FragCoord.xy / size)); bool check = mod(p.x, 2) == mod(p.y, 2); bg_col = (check) ? colorCheckerPrimary.rgb : colorCheckerSecondary.rgb; break; case BG_MASK: fragColor = vec4(vec3(1.0 - alpha), 0.0); return; } bg_col = mix(bg_col, colorOverride.rgb, colorOverride.a); /* Mimic alpha under behavior. Result is premultiplied. */ fragColor = vec4(bg_col, 1.0) * (1.0 - alpha); /* Special case: If the render is not transparent, do not clear alpha values. */ if (depth == 1.0 && alpha == 1.0) { fragColor.a = 1.0; } }