/* Shader for approximating the way RMXP does bitmap * blending via DirectDraw */ uniform sampler2D source; uniform sampler2D destination; uniform vec4 subRect; uniform float opacity; varying vec2 v_texCoord; void main() { vec2 coor = v_texCoord; vec2 dstCoor = (coor - subRect.xy) * subRect.zw; vec4 srcFrag = texture2D(source, coor); vec4 dstFrag = texture2D(destination, dstCoor); vec4 resFrag; float ab = opacity; float as = srcFrag.a; float ad = dstFrag.a; float at = ab*as; resFrag.a = at + ad - ad*at; // Sigh... if (ad == 0.0) resFrag.rgb = srcFrag.rgb; else resFrag.rgb = as*srcFrag.rgb + (1.0-at) * ad * dstFrag.rgb; gl_FragColor = resFrag; }