use high on painting shaders
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@@ -1,4 +1,4 @@
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mediump vec3 blend_normal(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
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highp vec3 blend_normal(highp vec4 base, highp vec4 stroke, highp float alpha_tot)
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{
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return mix(
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base.rgb,
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@@ -7,7 +7,7 @@ mediump vec3 blend_normal(mediump vec4 base, mediump vec4 stroke, mediump float
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);
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}
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mediump vec3 blend_multiply(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
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highp vec3 blend_multiply(highp vec4 base, highp vec4 stroke, highp float alpha_tot)
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{
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return mix(
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stroke.rgb,
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@@ -20,7 +20,7 @@ mediump vec3 blend_multiply(mediump vec4 base, mediump vec4 stroke, mediump floa
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);
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}
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mediump vec3 blend_screen(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
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highp vec3 blend_screen(highp vec4 base, highp vec4 stroke, highp float alpha_tot)
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{
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return mix(
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stroke.rgb,
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@@ -33,7 +33,7 @@ mediump vec3 blend_screen(mediump vec4 base, mediump vec4 stroke, mediump float
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);
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}
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mediump vec3 blend_colorDodge(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
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highp vec3 blend_colorDodge(highp vec4 base, highp vec4 stroke, highp float alpha_tot)
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{
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return mix(
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stroke.rgb,
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@@ -46,7 +46,7 @@ mediump vec3 blend_colorDodge(mediump vec4 base, mediump vec4 stroke, mediump fl
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);
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}
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mediump vec3 blend_overlay(mediump vec4 base, mediump vec4 stroke, mediump float alpha_tot)
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highp vec3 blend_overlay(highp vec4 base, highp vec4 stroke, highp float alpha_tot)
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{
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return mix(
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stroke.rgb,
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@@ -63,7 +63,7 @@ mediump vec3 blend_overlay(mediump vec4 base, mediump vec4 stroke, mediump float
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);
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}
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mediump vec4 blend(mediump vec4 base, mediump vec4 stroke, int mode)
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highp vec4 blend(highp vec4 base, highp vec4 stroke, int mode)
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{
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mediump float contribution = (1.0 - base.a) * stroke.a;
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mediump float alpha_tot = base.a + contribution;
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