🔧 Add compositing snippet
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@@ -51,6 +51,17 @@ function math2D() {
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`;
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}
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// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
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// compositing color values in the shader in the same way.
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function compositing() {
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return `
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vec4 blendOver(vec4 over, vec4 under) {
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float alpha = over.a + under.a * (1.0 - over.a);
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return vec4((over.rgb * over.a + under.rgb * under.a * (1.0 - over.a)) / alpha, alpha);
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}
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`;
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}
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// This method returns a mask which smoothly transitions towards zero when approaching
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// the window's borders. There is a variant which takes the transition area width in
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// pixels and one which takes this as a percentage.
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