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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</cbase>
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// with that of the RGB color <clum>.</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</cbase>
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// that of the RGB color <csat>.  The override the luminosity of the</csat>
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// result with that of the RGB color <clum>.</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>,</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 of textures
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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 = bg_alpha + fg_alpha * (1.0 - bg_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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  vec3 o_pix = SetLumSat(bhue ? fg_pix : bg_pix, bsat ? fg_pix : bg_pix, blum ? fg_pix : bg_pix);
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  vec3 b_pix = bmask ? vec3(0.0) : fg_pix;
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  gl_FragColor.rgb = bg_pix * bg_alpha * (1.0 - fg_alpha) + mix(b_pix, o_pix, bg_alpha) * fg_alpha;
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}