-// If we didn't have to worry about alpha in the bottom layer,
-// this would be a simple mix(). However, since people might
-// compose multiple layers together and we don't really have
-// any control over the order, it's better to do it right.
+// 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) {
+// SWAP_INPUTS will be #defined to 1 if we want to swap the two inputs,
+#if SWAP_INPUTS
+ vec4 bottom = INPUT2(tc);
+ vec4 top = INPUT1(tc);
+#else
vec4 bottom = INPUT1(tc);
vec4 top = INPUT2(tc);
- 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);
- }
+#endif
+ return top + (1.0 - top.a) * bottom;
}
+
+#undef SWAP_INPUTS