Context: I'm doing all of the following using OpenGLES 2 on iOS 11
While implementing different blend modes used to blend two textures together I came across a weird issue that I managed to reduce to the following:
I'm trying to blend the following two textures together, only using the fragment shader and not the OpenGL blend functions or equations. GL_BLEND is disabled.
Bottom - dst:
Top - src:
(The bottom image is the same as the top image but rotated and blended onto an opaque white background using "normal" (as in Photoshop 'normal') blending)
In order to do the blending I use the
#extension GL_EXT_shader_framebuffer_fetch
extension, so that in my fragment shader I can write:
void main()
{
highp vec4 dstColor = gl_LastFragData[0];
highp vec4 srcColor = texture2D(textureUnit, textureCoordinateInterpolated);
gl_FragColor = blend(srcColor, dstColor);
}
The blend
doesn't perform any blending itself. It only chooses the correct blend function to apply based on a uniform blendMode
integer value. In this case the first texture gets drawn with an already tested normal blending function and then the second texture gets drawn on top with the following blendTest
function:
Now here's where the problem comes in:
highp vec4 blendTest(highp vec4 srcColor, highp vec4 dstColor) {
highp float threshold = 0.7; // arbitrary
highp float g = 0.0;
if (dstColor.r > threshold && srcColor.r > threshold) {
g = 1.0;
}
//return vec4(0.6, g, 0.0, 1.0); // no yellow lines (Case 1)
return vec4(0.8, g, 0.0, 1.0); // shows yellow lines (Case 2)
}
This is the output I would expect (made in Photoshop):
So red everywhere and green/yellow in the areas where both textures contain an amount of red that is larger than the arbitrary threshold.
However, the results I get are for some reason dependent on the output value I choose for the red component (0.6
or 0.8
) and none of these outputs matches the expected one.
Here's what I see (The grey border is just the background):
Case 1:
Case 2:
So to summarize: If I return a red value that is larger than the threshold, e.g
return vec4(0.8, g, 0.0, 1.0);
I see vertical yellow lines, whereas if the red component is less than the threshold there will be no yellow/green in the result whatsoever.
Question:
Why does the output of my fragment shader determine whether or not the conditional statement is executed and even then, why do I end up with green vertical lines instead of green boxes (which indicates that the dstColor is not being read properly)?
Does it have to do with the extension that I'm using?
I also want to point out that the textures are both being loaded in and bound properly. I can see them just fine if I just return the individual texture info without blending or even with a normal blending function that I've implemented everything works as expected.
blendTest
function. - Keiwan