Pods/GPUImage/framework/Source/GPUImageAddBlendFilter.m
#import "GPUImageAddBlendFilter.h"

#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageAddBlendFragmentShaderString = SHADER_STRING
(
 varying highp vec2 textureCoordinate;
 varying highp vec2 textureCoordinate2;

 uniform sampler2D inputImageTexture;
 uniform sampler2D inputImageTexture2;
 
 void main()
 {
	 lowp vec4 base = texture2D(inputImageTexture, textureCoordinate);
	 lowp vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
	 
   mediump float r;
   if (overlay.r * base.a + base.r * overlay.a >= overlay.a * base.a) {
     r = overlay.a * base.a + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);
   } else {
     r = overlay.r + base.r;
   }

   mediump float g;
   if (overlay.g * base.a + base.g * overlay.a >= overlay.a * base.a) {
     g = overlay.a * base.a + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);
   } else {
     g = overlay.g + base.g;
   }

   mediump float b;
   if (overlay.b * base.a + base.b * overlay.a >= overlay.a * base.a) {
     b = overlay.a * base.a + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);
   } else {
     b = overlay.b + base.b;
   }

   mediump float a = overlay.a + base.a - overlay.a * base.a;
   
	 gl_FragColor = vec4(r, g, b, a);
 }
);
#else
NSString *const kGPUImageAddBlendFragmentShaderString = SHADER_STRING
(
 varying vec2 textureCoordinate;
 varying vec2 textureCoordinate2;
 
 uniform sampler2D inputImageTexture;
 uniform sampler2D inputImageTexture2;
 
 void main()
 {
	 vec4 base = texture2D(inputImageTexture, textureCoordinate);
	 vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
	 
     float r;
     if (overlay.r * base.a + base.r * overlay.a >= overlay.a * base.a) {
         r = overlay.a * base.a + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);
     } else {
         r = overlay.r + base.r;
     }
     
     float g;
     if (overlay.g * base.a + base.g * overlay.a >= overlay.a * base.a) {
         g = overlay.a * base.a + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);
     } else {
         g = overlay.g + base.g;
     }
     
     float b;
     if (overlay.b * base.a + base.b * overlay.a >= overlay.a * base.a) {
         b = overlay.a * base.a + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);
     } else {
         b = overlay.b + base.b;
     }
     
     float a = overlay.a + base.a - overlay.a * base.a;
     
	 gl_FragColor = vec4(r, g, b, a);
 }
);
#endif



@implementation GPUImageAddBlendFilter

- (id)init;
{
    if (!(self = [super initWithFragmentShaderFromString:kGPUImageAddBlendFragmentShaderString]))
    {
		return nil;
    }
    
    return self;
}

@end

