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// 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
}
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