// Copyright (C) 2025 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { // qt_Matrix and qt_Opacity must always be both present // if the built-in vertex shader is used. mat4 qt_Matrix; float qt_Opacity; vec4 k; }; layout(binding = 1) uniform sampler2D source; layout(binding = 2) uniform sampler2D source2; void main() { vec4 s1 = texture(source, qt_TexCoord0.st); vec4 s2 = texture(source2, qt_TexCoord0.st); #if defined(COMPOSITE_ARITHMETIC) fragColor = k.x * s1 * s2 + k.y * s1 + k.z * s2 + k.w; #else // General Porter-Duff // https://www.w3.org/TR/compositing-1/#porterduffcompositingoperators float as = s1.a; float ab = s2.a; vec3 Cs = s1.rgb; vec3 Cb = s2.rgb; # if defined(COMPOSITE_OVER) float Fa = 1.0; float Fb = 1.0 - as; # elif defined(COMPOSITE_IN) float Fa = ab; float Fb = 0.0; # elif defined(COMPOSITE_OUT) float Fa = 1.0 - ab; float Fb = 0.0; # elif defined(COMPOSITE_ATOP) float Fa = ab; float Fb = 1.0 - as; # elif defined(COMPOSITE_XOR) float Fa = 1.0 - ab; float Fb = 1.0 - as; # else // COMPOSITE_LIGHTER float Fa = 1.0; float Fb = 1.0; # endif vec3 co = as * Fa * Cs + ab * Fb * Cb; float ao = as * Fa + ab * Fb; fragColor = clamp(vec4(co, ao), 0.0, 1.0); #endif // COMPOSITE_ARITHMETIC }