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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <impeller/branching.glsl>
#include <impeller/color.glsl>
#include <impeller/texture.glsl>
uniform BlendInfo {
float color_factor;
vec4 color; // This color input is expected to be unpremultiplied.
}
blend_info;
uniform sampler2D texture_sampler_dst;
uniform sampler2D texture_sampler_src;
in vec2 v_dst_texture_coords;
in vec2 v_src_texture_coords;
out vec4 frag_color;
void main() {
vec4 dst = IPUnpremultiply(
IPSampleClampToBorder(texture_sampler_dst, v_dst_texture_coords));
vec4 src = blend_info.color_factor > 0
? blend_info.color
: IPUnpremultiply(IPSampleClampToBorder(texture_sampler_src,
v_src_texture_coords));
vec3 blended = Blend(dst.rgb, src.rgb);
frag_color = vec4(blended * src.a, src.a);
}