--- /dev/null
+// 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.
+//
+// These formulas come from Wikipedia:
+//
+// http://en.wikipedia.org/wiki/Alpha_compositing
+
+vec4 FUNCNAME(vec2 tc) {
+ 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);
+ }
+}