#include "bitmapBlit.pgl.h" void mkxpBitmapBlitVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms) { struct BitmapBlitVarying *output = (struct BitmapBlitVarying *)_output; struct BitmapBlitAttribs *attribs = (struct BitmapBlitAttribs *)_attribs; struct BitmapBlitUniforms *uniforms = (struct BitmapBlitUniforms *)_uniforms; pgl_vec2 pos = add_vec2s(attribs->position, uniforms->translation); builtins->gl_Position = mult_mat4_vec4(uniforms->projMat, (pgl_vec4){pos.x, pos.y, 0, 1}); output->v_texCoord = mult_vec2s(attribs->texCoord, uniforms->texSizeInv); } void mkxpBitmapBlitFS(float *_input, Shader_Builtins *builtins, void *_uniforms) { struct BitmapBlitVarying *input = (struct BitmapBlitVarying *)_input; struct BitmapBlitUniforms *uniforms = (struct BitmapBlitUniforms *)_uniforms; pgl_vec2 coor = input->v_texCoord; pgl_vec2 dstCoor = mult_vec2s(sub_vec2s(coor, (pgl_vec2){uniforms->subRect.x, uniforms->subRect.y}), (pgl_vec2){uniforms->subRect.z, uniforms->subRect.w}); pgl_vec4 srcFrag = mkxp_pgl_texture2D(uniforms->source, coor.x, coor.y); pgl_vec4 dstFrag = mkxp_pgl_texture2D(uniforms->destination, dstCoor.x, dstCoor.y); pgl_vec4 resFrag; float co1 = srcFrag.w * uniforms->opacity; float co2 = dstFrag.w * (1.0 - co1); resFrag.w = co1 + co2; if (resFrag.w == 0.0) { resFrag.x = srcFrag.x; resFrag.y = srcFrag.y; resFrag.z = srcFrag.z; } else { pgl_vec3 frag = add_vec3s((pgl_vec3){co1*srcFrag.x, co1*srcFrag.y, co1*srcFrag.z}, (pgl_vec3){co2*dstFrag.x, co2*dstFrag.y, co2*dstFrag.z}); resFrag.x = frag.x / resFrag.w; resFrag.y = frag.y / resFrag.w; resFrag.z = frag.z / resFrag.w; } builtins->gl_FragColor = resFrag; }