mirror of
https://github.com/scratchfoundation/scratch-render.git
synced 2025-08-28 22:30:04 -04:00
Premultiplied alpha, take 2
This commit is contained in:
parent
fed02ca582
commit
10a6d87eb6
11 changed files with 164 additions and 84 deletions
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@ -18,9 +18,6 @@ class BitmapSkin extends Skin {
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/** @type {!RenderWebGL} */
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this._renderer = renderer;
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/** @type {WebGLTexture} */
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this._texture = null;
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/** @type {Array<int>} */
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this._textureSize = [0, 0];
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}
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@ -95,22 +92,17 @@ class BitmapSkin extends Skin {
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textureData = context.getImageData(0, 0, bitmapData.width, bitmapData.height);
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}
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if (this._texture) {
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gl.bindTexture(gl.TEXTURE_2D, this._texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
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this._silhouette.update(textureData);
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} else {
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// TODO: mipmaps?
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if (this._texture === null) {
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const textureOptions = {
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auto: true,
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wrap: gl.CLAMP_TO_EDGE,
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src: textureData
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auto: false,
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wrap: gl.CLAMP_TO_EDGE
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};
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this._texture = twgl.createTexture(gl, textureOptions);
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this._silhouette.update(textureData);
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}
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this._setTexture(textureData);
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// Do these last in case any of the above throws an exception
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this._costumeResolution = costumeResolution || 2;
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this._textureSize = BitmapSkin._getBitmapSize(bitmapData);
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@ -685,6 +685,9 @@ class Drawable {
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const localPosition = getLocalPosition(drawable, vec);
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if (localPosition[0] < 0 || localPosition[1] < 0 ||
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localPosition[0] > 1 || localPosition[1] > 1) {
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dst[0] = 0;
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dst[1] = 0;
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dst[2] = 0;
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dst[3] = 0;
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return dst;
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}
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@ -130,15 +130,21 @@ class EffectTransform {
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const effects = drawable.enabledEffects;
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const uniforms = drawable.getUniforms();
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if ((effects & ShaderManager.EFFECT_INFO.ghost.mask) !== 0) {
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// gl_FragColor.a *= u_ghost
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inOutColor[3] *= uniforms.u_ghost;
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}
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const enableColor = (effects & ShaderManager.EFFECT_INFO.color.mask) !== 0;
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const enableBrightness = (effects & ShaderManager.EFFECT_INFO.brightness.mask) !== 0;
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if (enableColor || enableBrightness) {
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// gl_FragColor.rgb /= gl_FragColor.a + epsilon;
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// Here, we're dividing by the (previously pre-multiplied) alpha to ensure HSV is properly calculated
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// for partially transparent pixels.
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// epsilon is present in the shader because dividing by 0 (fully transparent pixels) messes up calculations.
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// We're doing this with a Uint8ClampedArray here, so dividing by 0 just gives 255. We're later multiplying
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// by 0 again, so it won't affect results.
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const alpha = inOutColor[3] / 255;
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inOutColor[0] /= alpha;
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inOutColor[1] /= alpha;
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inOutColor[2] /= alpha;
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// vec3 hsl = convertRGB2HSL(gl_FragColor.xyz);
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const hsl = rgbToHsl(inOutColor);
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@ -171,6 +177,20 @@ class EffectTransform {
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}
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// gl_FragColor.rgb = convertHSL2RGB(hsl);
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inOutColor.set(hslToRgb(hsl));
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// gl_FragColor.rgb *= gl_FragColor.a + epsilon;
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// Now we're doing the reverse, premultiplying by the alpha once again.
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inOutColor[0] *= alpha;
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inOutColor[1] *= alpha;
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inOutColor[2] *= alpha;
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}
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if ((effects & ShaderManager.EFFECT_INFO.ghost.mask) !== 0) {
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// gl_FragColor *= u_ghost
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inOutColor[0] *= uniforms.u_ghost;
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inOutColor[1] *= uniforms.u_ghost;
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inOutColor[2] *= uniforms.u_ghost;
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inOutColor[3] *= uniforms.u_ghost;
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}
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return inOutColor;
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@ -79,6 +79,9 @@ class PenSkin extends Skin {
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constructor (id, renderer) {
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super(id);
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// This silhouette will be updated with data from `gl.readPixels`, which is premultiplied.
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this._silhouette.premultiplied = true;
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/**
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* @private
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* @type {RenderWebGL}
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@ -88,9 +91,6 @@ class PenSkin extends Skin {
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/** @type {HTMLCanvasElement} */
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this._canvas = document.createElement('canvas');
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/** @type {WebGLTexture} */
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this._texture = null;
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/** @type {WebGLTexture} */
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this._exportTexture = null;
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@ -123,7 +123,7 @@ class PenSkin extends Skin {
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const NO_EFFECTS = 0;
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/** @type {twgl.ProgramInfo} */
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this._stampShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.stamp, NO_EFFECTS);
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this._stampShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.default, NO_EFFECTS);
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/** @type {twgl.ProgramInfo} */
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this._lineShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.lineSample, NO_EFFECTS);
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@ -317,13 +317,6 @@ class PenSkin extends Skin {
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twgl.bindFramebufferInfo(gl, this._framebuffer);
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// Needs a blend function that blends a destination that starts with
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// no alpha.
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gl.blendFuncSeparate(
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gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA,
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gl.ONE, gl.ONE_MINUS_SRC_ALPHA
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);
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gl.viewport(0, 0, bounds.width, bounds.height);
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gl.useProgram(currentShader.program);
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@ -344,8 +337,6 @@ class PenSkin extends Skin {
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_exitDrawLineOnBuffer () {
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const gl = this._renderer.gl;
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gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
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twgl.bindFramebufferInfo(gl, null);
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}
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@ -490,8 +481,6 @@ class PenSkin extends Skin {
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twgl.bindFramebufferInfo(gl, this._framebuffer);
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gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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this._drawRectangleRegionEnter(this._stampShader, this._bounds);
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}
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@ -501,8 +490,6 @@ class PenSkin extends Skin {
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_exitDrawToBuffer () {
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const gl = this._renderer.gl;
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gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
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twgl.bindFramebufferInfo(gl, null);
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}
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@ -196,7 +196,7 @@ class RenderWebGL extends EventEmitter {
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gl.disable(gl.DEPTH_TEST);
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/** @todo disable when no partial transparency? */
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gl.enable(gl.BLEND);
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gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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}
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/**
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@ -834,7 +834,8 @@ class RenderWebGL extends EventEmitter {
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projection,
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{
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extraUniforms,
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ignoreVisibility: true // Touching color ignores sprite visibility
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ignoreVisibility: true, // Touching color ignores sprite visibility,
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effectMask: ~ShaderManager.EFFECT_INFO.ghost.mask
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});
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gl.stencilFunc(gl.EQUAL, 1, 1);
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@ -1554,7 +1555,7 @@ class RenderWebGL extends EventEmitter {
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const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
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// Draw the stamped sprite onto the PenSkin's framebuffer.
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this._drawThese([stampID], ShaderManager.DRAW_MODE.stamp, projection, {ignoreVisibility: true});
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this._drawThese([stampID], ShaderManager.DRAW_MODE.default, projection, {ignoreVisibility: true});
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skin._silhouetteDirty = true;
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}
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@ -1744,14 +1745,6 @@ class RenderWebGL extends EventEmitter {
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}
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twgl.setUniforms(currentShader, uniforms);
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/* adjust blend function for this skin */
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if (drawable.skin.hasPremultipliedAlpha){
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gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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} else {
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gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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}
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twgl.drawBufferInfo(gl, this._bufferInfo, gl.TRIANGLES);
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}
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@ -1903,12 +1896,10 @@ class RenderWebGL extends EventEmitter {
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*/
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Drawable.sampleColor4b(vec, drawables[index].drawable, __blendColor);
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// if we are fully transparent, go to the next one "down"
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const sampleAlpha = __blendColor[3] / 255;
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// premultiply alpha
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dst[0] += __blendColor[0] * blendAlpha * sampleAlpha;
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dst[1] += __blendColor[1] * blendAlpha * sampleAlpha;
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dst[2] += __blendColor[2] * blendAlpha * sampleAlpha;
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blendAlpha *= (1 - sampleAlpha);
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dst[0] += __blendColor[0] * blendAlpha;
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dst[1] += __blendColor[1] * blendAlpha;
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dst[2] += __blendColor[2] * blendAlpha;
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blendAlpha *= (1 - (__blendColor[3] / 255));
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}
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// Backdrop could be transparent, so we need to go to the "clear color" of the
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// draw scene (white) as a fallback if everything was alpha
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@ -90,7 +90,8 @@ class SVGSkin extends Skin {
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const textureOptions = {
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auto: false,
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wrap: this._renderer.gl.CLAMP_TO_EDGE,
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src: textureData
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src: textureData,
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premultiplyAlpha: true
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};
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const mip = twgl.createTexture(this._renderer.gl, textureOptions);
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@ -171,12 +171,7 @@ ShaderManager.DRAW_MODE = {
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/**
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* Sample a "texture" to draw a line with caps.
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*/
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lineSample: 'lineSample',
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/**
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* Draw normally except for pre-multiplied alpha
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*/
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stamp: 'stamp'
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lineSample: 'lineSample'
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};
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module.exports = ShaderManager;
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@ -39,6 +39,7 @@ const __cornerWork = [
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/**
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* Get the color from a given silhouette at an x/y local texture position.
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* Multiply color values by alpha for proper blending.
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* @param {Silhouette} The silhouette to sample.
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* @param {number} x X position of texture (0-1).
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* @param {number} y Y position of texture (0-1).
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@ -46,6 +47,30 @@ const __cornerWork = [
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* @return {Uint8ClampedArray} The dst vector.
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*/
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const getColor4b = ({_width: width, _height: height, _colorData: data}, x, y, dst) => {
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// 0 if outside bouds, otherwise read from data.
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if (x >= width || y >= height || x < 0 || y < 0) {
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return dst.fill(0);
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}
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const offset = ((y * width) + x) * 4;
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// premultiply alpha
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const alpha = data[offset + 3] / 255;
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dst[0] = data[offset] * alpha;
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dst[1] = data[offset + 1] * alpha;
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dst[2] = data[offset + 2] * alpha;
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dst[3] = data[offset + 3];
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return dst;
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};
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/**
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* Get the color from a given silhouette at an x/y local texture position.
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* Do not multiply color values by alpha, as it has already been done.
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* @param {Silhouette} The silhouette to sample.
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* @param {number} x X position of texture (0-1).
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* @param {number} y Y position of texture (0-1).
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* @param {Uint8ClampedArray} dst A color 4b space.
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* @return {Uint8ClampedArray} The dst vector.
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*/
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const getPremultipliedColor4b = ({_width: width, _height: height, _colorData: data}, x, y, dst) => {
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// 0 if outside bouds, otherwise read from data.
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if (x >= width || y >= height || x < 0 || y < 0) {
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return dst.fill(0);
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@ -78,9 +103,45 @@ class Silhouette {
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*/
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this._colorData = null;
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/**
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* Whether or not the color data is premultiplied with its alpha channel.
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* If it isn't, it will be multiplied here.
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* @type {boolean}
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*/
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this._isPremultiplied = false;
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// By default, silhouettes are assumed not to contain premultiplied image data,
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// so when we get a color, we want to multiply it by its alpha channel.
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// Point `_getColor` to the version of the function that multiplies.
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this._getColor = getColor4b;
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this.colorAtNearest = this.colorAtLinear = (_, dst) => dst.fill(0);
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}
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/**
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* @returns {boolean} true if the silhouette color data is premultiplied, false if not.
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*/
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get premultiplied () {
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return this._isPremultiplied;
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}
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/**
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* Set the alpha premultiplication state of this silhouette, to ensure proper color values are returned.
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* If set to true, the silhouette will assume it is being set with premultiplied color data,
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* and will not multiply color values by alpha.
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* If set to false, it will multiply color values by alpha.
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* @param {boolean} isPremultiplied Whether this silhouette will be populated with premultiplied color data.
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*/
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set premultiplied (isPremultiplied) {
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this._isPremultiplied = isPremultiplied;
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if (isPremultiplied) {
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this._getColor = getPremultipliedColor4b;
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} else {
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this._getColor = getColor4b;
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}
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}
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/**
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* Update this silhouette with the bitmapData for a skin.
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* @param {*} bitmapData An image, canvas or other element that the skin
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@ -124,7 +185,7 @@ class Silhouette {
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* @returns {Uint8ClampedArray} dst
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*/
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colorAtNearest (vec, dst) {
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return getColor4b(
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return this._getColor(
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this,
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Math.floor(vec[0] * (this._width - 1)),
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Math.floor(vec[1] * (this._height - 1)),
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@ -151,10 +212,10 @@ class Silhouette {
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const xFloor = Math.floor(x);
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const yFloor = Math.floor(y);
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const x0y0 = getColor4b(this, xFloor, yFloor, __cornerWork[0]);
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const x1y0 = getColor4b(this, xFloor + 1, yFloor, __cornerWork[1]);
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const x0y1 = getColor4b(this, xFloor, yFloor + 1, __cornerWork[2]);
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const x1y1 = getColor4b(this, xFloor + 1, yFloor + 1, __cornerWork[3]);
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const x0y0 = this._getColor(this, xFloor, yFloor, __cornerWork[0]);
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const x1y0 = this._getColor(this, xFloor + 1, yFloor, __cornerWork[1]);
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const x0y1 = this._getColor(this, xFloor, yFloor + 1, __cornerWork[2]);
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const x1y1 = this._getColor(this, xFloor + 1, yFloor + 1, __cornerWork[3]);
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dst[0] = (x0y0[0] * x0D * y0D) + (x0y1[0] * x0D * y1D) + (x1y0[0] * x1D * y0D) + (x1y1[0] * x1D * y1D);
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dst[1] = (x0y0[1] * x0D * y0D) + (x0y1[1] * x0D * y1D) + (x1y0[1] * x1D * y0D) + (x1y1[1] * x1D * y1D);
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20
src/Skin.js
20
src/Skin.js
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@ -33,6 +33,9 @@ class Skin extends EventEmitter {
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/** @type {Vec3} */
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this._rotationCenter = twgl.v3.create(0, 0);
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/** @type {WebGLTexture} */
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this._texture = null;
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/**
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* The uniforms to be used by the vertex and pixel shaders.
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* Some of these are used by other parts of the renderer as well.
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@ -171,6 +174,23 @@ class Skin extends EventEmitter {
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*/
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updateSilhouette () {}
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/**
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* Set this skin's texture to the given image.
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* @param {ImageData|HTMLCanvasElement} textureData - The canvas or image data to set the texture to.
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*/
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_setTexture (textureData) {
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const gl = this._renderer.gl;
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gl.bindTexture(gl.TEXTURE_2D, this._texture);
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// Premultiplied alpha is necessary for proper blending.
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// See http://www.realtimerendering.com/blog/gpus-prefer-premultiplication/
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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this._silhouette.update(textureData);
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}
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/**
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* Set the contents of this skin to an empty skin.
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* @fires Skin.event:WasAltered
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@ -42,9 +42,6 @@ class TextBubbleSkin extends Skin {
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/** @type {HTMLCanvasElement} */
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this._canvas = document.createElement('canvas');
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/** @type {WebGLTexture} */
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this._texture = null;
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/** @type {Array<number>} */
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this._size = [0, 0];
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@ -272,9 +269,7 @@ class TextBubbleSkin extends Skin {
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this._texture = twgl.createTexture(gl, textureOptions);
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}
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gl.bindTexture(gl.TEXTURE_2D, this._texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
|
||||
this._silhouette.update(textureData);
|
||||
this._setTexture(textureData);
|
||||
}
|
||||
|
||||
return this._texture;
|
||||
|
|
|
@ -153,16 +153,12 @@ void main()
|
|||
|
||||
gl_FragColor = texture2D(u_skin, texcoord0);
|
||||
|
||||
#ifdef ENABLE_ghost
|
||||
gl_FragColor.a *= u_ghost;
|
||||
#endif // ENABLE_ghost
|
||||
#if defined(ENABLE_color) || defined(ENABLE_brightness)
|
||||
// Divide premultiplied alpha values for proper color processing
|
||||
// Add epsilon to avoid dividing by 0 for fully transparent pixels
|
||||
gl_FragColor.rgb /= gl_FragColor.a + epsilon;
|
||||
|
||||
#ifdef DRAW_MODE_silhouette
|
||||
// switch to u_silhouetteColor only AFTER the alpha test
|
||||
gl_FragColor = u_silhouetteColor;
|
||||
#else // DRAW_MODE_silhouette
|
||||
|
||||
#if defined(ENABLE_color)
|
||||
#ifdef ENABLE_color
|
||||
{
|
||||
vec3 hsv = convertRGB2HSV(gl_FragColor.xyz);
|
||||
|
||||
|
@ -178,11 +174,29 @@ void main()
|
|||
|
||||
gl_FragColor.rgb = convertHSV2RGB(hsv);
|
||||
}
|
||||
#endif // defined(ENABLE_color)
|
||||
#endif // ENABLE_color
|
||||
|
||||
#if defined(ENABLE_brightness)
|
||||
#ifdef ENABLE_brightness
|
||||
gl_FragColor.rgb = clamp(gl_FragColor.rgb + vec3(u_brightness), vec3(0), vec3(1));
|
||||
#endif // defined(ENABLE_brightness)
|
||||
#endif // ENABLE_brightness
|
||||
|
||||
// Re-multiply color values
|
||||
gl_FragColor.rgb *= gl_FragColor.a + epsilon;
|
||||
|
||||
#endif // defined(ENABLE_color) || defined(ENABLE_brightness)
|
||||
|
||||
#ifdef ENABLE_ghost
|
||||
gl_FragColor *= u_ghost;
|
||||
#endif // ENABLE_ghost
|
||||
|
||||
#ifdef DRAW_MODE_silhouette
|
||||
// Discard fully transparent pixels for stencil test
|
||||
if (gl_FragColor.a == 0.0) {
|
||||
discard;
|
||||
}
|
||||
// switch to u_silhouetteColor only AFTER the alpha test
|
||||
gl_FragColor = u_silhouetteColor;
|
||||
#else // DRAW_MODE_silhouette
|
||||
|
||||
#ifdef DRAW_MODE_colorMask
|
||||
vec3 maskDistance = abs(gl_FragColor.rgb - u_colorMask);
|
||||
|
@ -195,8 +209,9 @@ void main()
|
|||
#endif // DRAW_MODE_silhouette
|
||||
|
||||
#else // DRAW_MODE_lineSample
|
||||
gl_FragColor = u_lineColor;
|
||||
gl_FragColor.a *= clamp(
|
||||
// Pen skins use premultiplied alpha, but u_lineColor is not premultiplied, so multiply it here
|
||||
vec4 premulColor = vec4(u_lineColor.rgb * u_lineColor.a, u_lineColor.a);
|
||||
gl_FragColor = premulColor * clamp(
|
||||
// Scale the capScale a little to have an aliased region.
|
||||
(u_capScale + u_aliasAmount -
|
||||
u_capScale * 2.0 * distance(v_texCoord, vec2(0.5, 0.5))
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue