Here the whole texture will be transparent (alpha = 0) except red color part. Red color will have alpha value of 0.5. I used a rectangle plane to present this texture.
Then i have this source texture. It is also a transparent texture with black color part. Black color will have alpha value of 0.5. I used another rectangle plane to present this texture and i change MTLRenderPipelineDescriptor
blending to
pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = .add
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = .add
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = .one
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .one
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha
Here blending works fine between two textures.
Then i try to merge these two textures into one destination texture. using MTLComputeCommandEncoder
. My kernel function:
kernel void compute(
texture2d<float, access::read_write> des [[texture(0)]],
texture2d<float, access::read> src [[texture(1)]],
uint2 gid [[thread_position_in_grid]])
{
float4 srcColor = src.read(gid);
float4 desColor = des.read(gid);
float srcAlpha = srcColor.a;
float4 outColor = srcColor + desColor * (1 - srcAlpha);
des.write(outColor, gid);
}
But after that blended color will be different than previous. Blending color is lighter than previous one.
How do I properly blend two transparent textures in kernel function? What is wrong with my solution?
I think that you are using premultiplied alpha...
Try this instead (which is not premultiplied alpha):
float4 srcColor = src.read(gid);
float4 desColor = des.read(gid);
float4 outColor;
outColor.a = srcColor.a + desColor.a * (1f - srcColor.a);
if (outColor.a == 0f) {
outColor.r = 0f;
outColor.g = 0f;
outColor.b = 0f;
} else {
outColor.r = (srcColor.r * srcColor.a + desColor.r * desColor.a * (1f - srcColor.a)) / outColor.a;
outColor.g = (srcColor.g * srcColor.a + desColor.g * desColor.a * (1f - srcColor.a)) / outColor.a;
outColor.b = (srcColor.b * srcColor.a + desColor.b * desColor.a * (1f - srcColor.a)) / outColor.a;
}