highp vec3 blend_normal(highp vec4 base, highp vec4 stroke, highp float alpha_tot) { return mix( base.rgb, stroke.rgb, stroke.a/alpha_tot ); } highp vec3 blend_multiply(highp vec4 base, highp vec4 stroke, highp float alpha_tot) { return mix( stroke.rgb, mix( base.rgb, base.rgb*stroke.rgb, stroke.a/alpha_tot ), base.a/alpha_tot ); } highp vec3 blend_screen(highp vec4 base, highp vec4 stroke, highp float alpha_tot) { return mix( stroke.rgb, mix( base.rgb, 1.0-(1.0-base.rgb)*(1.0-stroke.rgb), stroke.a/alpha_tot ), base.a/alpha_tot ); } highp vec3 blend_colorDodge(highp vec4 base, highp vec4 stroke, highp float alpha_tot) { return mix( stroke.rgb, mix( base.rgb, base.rgb/(1.0-stroke.rgb), stroke.a/alpha_tot ), base.a/alpha_tot ); } highp vec3 blend_overlay(highp vec4 base, highp vec4 stroke, highp float alpha_tot) { return mix( stroke.rgb, mix( base.rgb, mix( 2.0*base.rgb*stroke.rgb, 1.0-2.0*(1.0-base.rgb)*(1.0-stroke.rgb), floor(base.rgb*2.0) ), stroke.a/alpha_tot ), base.a/alpha_tot ); } highp vec4 blend(highp vec4 base, highp vec4 stroke, int mode) { mediump float contribution = (1.0 - base.a) * stroke.a; mediump float alpha_tot = base.a + contribution; if (mode == 0) return vec4(blend_normal(base, stroke, alpha_tot), alpha_tot); else if (mode == 1) return vec4(blend_multiply(base, stroke, alpha_tot), alpha_tot); else if (mode == 2) return vec4(blend_screen(base, stroke, alpha_tot), alpha_tot); else if (mode == 3) return vec4(blend_colorDodge(base, stroke, alpha_tot), alpha_tot); else if (mode == 4) return vec4(blend_overlay(base, stroke, alpha_tot), alpha_tot); else return vec4(1.0, 0.0, 0.0, 1.0); }