AR-Test-Demo/avatar-h5-renderer/public/Framework/Shaders/WebGL/fragshadersrcpremultipliedalphablend.frag
zyc 72e7df09cd Initial commit: AR avatar prototype
包含三个子项目:
- avatar-h5-renderer: Live2D Cubism 4 H5 渲染器 (Vite + TS)
- avatar_flutter_app: Flutter 容器 App (打包 H5 进 WebView)
- gif-export: puppeteer 导出 32 个动作的透明 GIF (供 ESP32 圆屏播放)

模型资源: Haru, Natori (含贴图、moc3、motions, expressions)
设计文档: AI驱动虚拟形象渲染方案_v5.1.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 11:14:10 +08:00

68 lines
2.0 KiB
GLSL

/**
* Copyright(c) Live2D Inc. All rights reserved.
*
* Use of this source code is governed by the Live2D Open Software license
* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
*/
varying vec2 v_texCoord; //v2f.texcoord
varying vec2 v_blendCoord;
varying vec4 v_clipPos;
uniform sampler2D s_texture0; //_MainTex
uniform sampler2D s_blendTexture;
uniform vec4 u_baseColor; //v2f.color
uniform vec4 u_multiplyColor;
uniform vec4 u_screenColor;
uniform sampler2D s_texture1; // _ClippingMaskTex
uniform float u_invertClippingMask;
uniform vec4 u_channelFlag;
vec3 ColorBlend(vec3 colorSource, vec3 colorDestination);
vec4 AlphaBlend(vec3 C, vec3 Cs, float As, vec3 Cd, float Ad);
void main()
{
vec4 renderTextureColor = texture2D(s_blendTexture, v_blendCoord);
vec3 colorDestination = renderTextureColor.rgb;
float alphaDestination = renderTextureColor.a;
if (alphaDestination < 0.00001)
{
colorDestination = vec3(0.0, 0.0, 0.0);
}
else {
colorDestination /= alphaDestination;
}
vec4 texColor = texture2D(s_texture0, v_texCoord);
texColor.rgb *= u_multiplyColor.rgb;
texColor.rgb = (texColor.rgb + u_screenColor.rgb) - (texColor.rgb * u_screenColor.rgb);
texColor *= u_baseColor;
vec3 colorSource = texColor.rgb;
float alphaSource = texColor.a;
if (alphaSource < 0.00001)
{
colorSource = vec3(0.0, 0.0, 0.0);
}
else {
colorSource /= alphaSource;
}
#ifdef CLIPPING_MASK
float maskVal = 1.0;
vec4 clipMask = (1.0 - texture2D(s_texture1, v_clipPos.xy / v_clipPos.w)) * u_channelFlag;
maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
maskVal = abs(u_invertClippingMask - maskVal);
alphaSource *= maskVal;
#endif
vec4 source = vec4(colorSource.r, colorSource.g, colorSource.b, alphaSource);
vec4 destination = vec4(colorDestination.r, colorDestination.g, colorDestination.b, alphaDestination);
gl_FragColor = AlphaBlend(ColorBlend(colorSource, colorDestination), source, destination);
}