// It's actually (but surprisingly) not correct to do a mix() here; // it would be if we had postmultiplied alpha and didn't have to worry // about alpha in the bottom layer, but given that we use premultiplied // alpha all over, top shouldn't actually be multiplied by anything. // // These formulas come from Wikipedia: // // http://en.wikipedia.org/wiki/Alpha_compositing // // We use the associative version given. However, note that since we want // _output_ to be premultiplied, C_o from Wikipedia is not what we want, // but rather c_o (which is not explicitly given, but obviously is just // C_o without the division by alpha_o). vec4 FUNCNAME(vec2 tc) { vec4 bottom = INPUT1(tc); vec4 top = INPUT2(tc); #if 0 // Postmultiplied version. float new_alpha = mix(bottom.a, 1.0, top.a); if (new_alpha < 1e-6) { // new_alpha = 0 only if top.a = bottom.a = 0, at least as long as // both alphas are within range. (If they're not, the result is not // meaningful anyway.) And if new_alpha = 0, we don't really have // any meaningful output anyway, so just set it to zero instead of // getting division-by-zero below. return vec4(0.0); } else { vec3 premultiplied_color = mix(bottom.rgb * bottom.aaa, top.rgb, top.a); vec3 color = premultiplied_color / new_alpha; return vec4(color.r, color.g, color.b, new_alpha); } #else return top + (1.0 - top.a) * bottom; #endif }