LYGIA Shader Library

add (lygia/color/blend/add)

Photoshop Add blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/

Use:

blendAdd(<float|vec3> base, <float|vec3> blend [, <float> opacity])

Check it on Github


#ifndef FNC_BLENDADD
#define FNC_BLENDADD
float blendAdd(in float base, in float blend) { return min(base + blend, 1.); }
vec3  blendAdd(in vec3 base, in vec3 blend) { return min(base + blend, vec3(1.)); }
vec3  blendAdd(in vec3 base, in vec3 blend, float opacity) { return (blendAdd(base, blend) * opacity + base * (1. - opacity)); }
#endif

Use:

blendAdd(<float|float3> base, <float|float3> blend [, <float> opacity])

Check it on Github


#ifndef FNC_BLENDADD
#define FNC_BLENDADD
float blendAdd(in float base, in float blend) {
    return min(base + blend, 1.);
}

float3 blendAdd(in float3 base, in float3 blend) {
    return min(base + blend, float3(1., 1., 1.));
}

float3 blendAdd(in float3 base, in float3 blend, float opacity) {
    return (blendAdd(base, blend) * opacity + base * (1. - opacity));
}
#endif

Use:

blendAdd(<float|float3> base, <float|float3> blend [, <float> opacity])

Check it on Github


#ifndef FNC_BLENDADD
#define FNC_BLENDADD
float blendAdd(float base, float blend) { return min(base + blend, 1.); }
float3  blendAdd(float3 base, float3 blend) { return min(base + blend, float3(1.)); }
float3  blendAdd(float3 base, float3 blend, float opacity) { return (blendAdd(base, blend) * opacity + base * (1. - opacity)); }
#endif

License

MIT License (MIT) Copyright (c) 2015 Jamie Owen

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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