Value | Meaning |
---|---|
opScreen0 | Produce a screen effect with the following formula: result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b); |
opDifference1 | Produce a difference effect with the following formula: result = abs(a - b); |
opDarken2 | Produce a darken effect with the following formula: result = min(a, b); |
opLighten3 | Produce a lighten effect with the following formula: result = max(a, b); |
opOverlay4 | Produce an overlay effect with the following formula: for (int i = 0; i < 3; i++) { float base = ai; float blend = bi; if (base < 0.5) { resulti = 2.0 * base * blend; } else { resulti = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base); } } |
opDodge5 | Produce a dodge effect with the following formula: result = a / (vec3(1.0) - b); |
opBurn6 | Produce a burn effect with the following formula: result = vec3(1.0) - (vec3(1.0) - a) / b; |
opSoftLight7 | Produce a soft light effect with the following formula: for (int i = 0; i < 3; i++) { float base = ai; float blend = bi; if (base < 0.5) { resulti = base * (blend + 0.5); } else { resulti = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5)); } } |
opHardLight8 | Produce a hard light effect with the following formula: for (int i = 0; i < 3; i++) { float base = ai; float blend = bi; if (base < 0.5) { resulti = base * (2.0 * blend); } else { resulti = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)); } } |