1 #include "../../StdAfx.h"
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3 #include "image_shader.h"
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5 #include "../gpu/shader.h"
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6 #include "../gpu/ogl_device.h"
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8 #include "blending_glsl.h"
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10 #include <common/gl/gl_check.h>
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11 #include <common/env.h>
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13 #include <tbb/mutex.h>
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15 namespace caspar { namespace core {
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17 std::shared_ptr<shader> g_shader;
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18 tbb::mutex g_shader_mutex;
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19 bool g_blend_modes = false;
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21 std::string get_blend_color_func()
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25 get_adjustement_glsl()
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33 "vec3 get_blend_color(vec3 back, vec3 fore) \n"
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35 " switch(blend_mode) \n"
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37 " case 0: return BlendNormal(back, fore); \n"
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38 " case 1: return BlendLighten(back, fore); \n"
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39 " case 2: return BlendDarken(back, fore); \n"
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40 " case 3: return BlendMultiply(back, fore); \n"
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41 " case 4: return BlendAverage(back, fore); \n"
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42 " case 5: return BlendAdd(back, fore); \n"
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43 " case 6: return BlendSubstract(back, fore); \n"
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44 " case 7: return BlendDifference(back, fore); \n"
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45 " case 8: return BlendNegation(back, fore); \n"
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46 " case 9: return BlendExclusion(back, fore); \n"
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47 " case 10: return BlendScreen(back, fore); \n"
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48 " case 11: return BlendOverlay(back, fore); \n"
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49 //" case 12: return BlendSoftLight(back, fore); \n"
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50 " case 13: return BlendHardLight(back, fore); \n"
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51 " case 14: return BlendColorDodge(back, fore); \n"
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52 " case 15: return BlendColorBurn(back, fore); \n"
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53 " case 16: return BlendLinearDodge(back, fore); \n"
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54 " case 17: return BlendLinearBurn(back, fore); \n"
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55 " case 18: return BlendLinearLight(back, fore); \n"
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56 " case 19: return BlendVividLight(back, fore); \n"
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57 " case 20: return BlendPinLight(back, fore); \n"
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58 " case 21: return BlendHardMix(back, fore); \n"
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59 " case 22: return BlendReflect(back, fore); \n"
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60 " case 23: return BlendGlow(back, fore); \n"
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61 " case 24: return BlendPhoenix(back, fore); \n"
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62 " case 25: return BlendHue(back, fore); \n"
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63 " case 26: return BlendSaturation(back, fore); \n"
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64 " case 27: return BlendColor(back, fore); \n"
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65 " case 28: return BlendLuminosity(back, fore); \n"
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67 " return BlendNormal(back, fore); \n"
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70 "vec4 blend(vec4 fore) \n"
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72 " vec4 back = texture2D(background, gl_TexCoord[1].st).bgra; \n"
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73 " if(blend_mode != 0) \n"
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74 " fore.rgb = get_blend_color(back.rgb/(back.a+0.0000001), fore.rgb/(fore.a+0.0000001))*fore.a;\n"
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75 " switch(keyer) \n"
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77 " case 1: return fore + back; // additive \n"
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78 " default: return fore + (1.0-fore.a)*back; // linear \n"
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83 std::string get_simple_blend_color_func()
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87 get_adjustement_glsl()
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91 "vec4 blend(vec4 fore) \n"
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97 std::string get_vertex()
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103 " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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104 " gl_TexCoord[1] = gl_MultiTexCoord1; \n"
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105 " gl_Position = ftransform(); \n"
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109 std::string get_fragment(bool blend_modes)
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114 "uniform sampler2D background; \n"
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115 "uniform sampler2D plane[4]; \n"
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116 "uniform sampler2D local_key; \n"
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117 "uniform sampler2D layer_key; \n"
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119 "uniform bool is_hd; \n"
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120 "uniform bool has_local_key; \n"
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121 "uniform bool has_layer_key; \n"
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122 "uniform int blend_mode; \n"
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123 "uniform int keyer; \n"
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124 "uniform int pixel_format; \n"
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126 "uniform float opacity; \n"
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127 "uniform bool levels; \n"
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128 "uniform float min_input; \n"
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129 "uniform float max_input; \n"
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130 "uniform float gamma; \n"
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131 "uniform float min_output; \n"
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132 "uniform float max_output; \n"
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134 "uniform bool csb; \n"
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135 "uniform float brt; \n"
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136 "uniform float sat; \n"
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137 "uniform float con; \n"
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142 (blend_modes ? get_blend_color_func() : get_simple_blend_color_func())
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147 "//http://slouken.blogspot.com/2011/02/mpeg-acceleration-with-glsl.html \n"
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148 "vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a) \n"
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150 " // YUV offset \n"
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151 " const vec3 offset = vec3(-0.0625, -0.5, -0.5); \n"
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153 " // RGB coefficients \n"
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154 " const vec3 Rcoeff = vec3(1.164, 0.000, 1.596); \n"
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155 " const vec3 Gcoeff = vec3(1.164, -0.391, -0.813); \n"
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156 " const vec3 Bcoeff = vec3(1.164, 2.018, 0.000); \n"
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158 " vec3 yuv = vec3(y, cr, cb); \n"
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161 " yuv += offset; \n"
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162 " rgba.r = dot(yuv, Rcoeff); \n"
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163 " rgba.g = dot(yuv, Gcoeff); \n"
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164 " rgba.b = dot(yuv, Bcoeff); \n"
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170 "vec4 ycbcra_to_rgba_hd(float y, float cb, float cr, float a) \n"
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172 " // YUV offset \n"
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173 " const vec3 offset = vec3(-0.0625, -0.5, -0.5); \n"
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175 " // RGB coefficients \n"
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176 " const vec3 Rcoeff = vec3(1.164, 0.000, 1.793); \n"
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177 " const vec3 Gcoeff = vec3(1.164, -0.213, -0.534); \n"
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178 " const vec3 Bcoeff = vec3(1.164, 2.115, 0.000); \n"
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180 " vec3 yuv = vec3(y, cr, cb); \n"
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183 " yuv += offset; \n"
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184 " rgba.r = dot(yuv, Rcoeff); \n"
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185 " rgba.g = dot(yuv, Gcoeff); \n"
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186 " rgba.b = dot(yuv, Bcoeff); \n"
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192 "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"
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195 " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"
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197 " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"
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200 "vec4 get_rgba_color() \n"
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202 " switch(pixel_format) \n"
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204 " case 0: //gray \n"
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205 " return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); \n"
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206 " case 1: //bgra, \n"
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207 " return texture2D(plane[0], gl_TexCoord[0].st).bgra; \n"
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208 " case 2: //rgba, \n"
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209 " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"
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210 " case 3: //argb, \n"
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211 " return texture2D(plane[0], gl_TexCoord[0].st).argb; \n"
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212 " case 4: //abgr, \n"
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213 " return texture2D(plane[0], gl_TexCoord[0].st).gbar; \n"
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214 " case 5: //ycbcr, \n"
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216 " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"
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217 " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"
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218 " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"
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219 " return ycbcra_to_rgba(y, cb, cr, 1.0); \n"
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221 " case 6: //ycbcra \n"
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223 " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"
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224 " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"
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225 " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"
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226 " float a = texture2D(plane[3], gl_TexCoord[0].st).r; \n"
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227 " return ycbcra_to_rgba(y, cb, cr, a); \n"
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229 " case 7: //luma \n"
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231 " vec3 y3 = texture2D(plane[0], gl_TexCoord[0].st).rrr; \n"
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232 " return vec4((y3-0.065)/0.859, 1.0); \n"
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235 " return vec4(0.0, 0.0, 0.0, 0.0); \n"
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240 " vec4 color = get_rgba_color(); \n"
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242 " color.rgb = LevelsControl(color.rgb, min_input, max_input, gamma, min_output, max_output); \n"
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244 " color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con); \n"
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245 " if(has_local_key) \n"
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246 " color *= texture2D(local_key, gl_TexCoord[1].st).r; \n"
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247 " if(has_layer_key) \n"
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248 " color *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"
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249 " color *= opacity; \n"
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250 " color = blend(color); \n"
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251 " gl_FragColor = color.bgra; \n"
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255 safe_ptr<shader> get_image_shader(ogl_device& ogl, bool& blend_modes)
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257 tbb::mutex::scoped_lock lock(g_shader_mutex);
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261 blend_modes = g_blend_modes;
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262 return make_safe(g_shader);
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267 g_blend_modes = glTextureBarrierNV ? env::properties().get("configuration.mixers.blend-modes", false) : false;
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268 g_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes)));
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272 CASPAR_LOG_CURRENT_EXCEPTION();
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273 CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";
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275 g_blend_modes = false;
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276 g_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes)));
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279 ogl.enable(GL_TEXTURE_2D);
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283 ogl.enable(GL_BLEND);
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284 glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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285 CASPAR_LOG(info) << L"[shader] Blend-modes are disabled.";
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288 blend_modes = g_blend_modes;
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289 return make_safe(g_shader);
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