LYGIA Shader Library

colorBurn (lygia/color/blend/colorBurn)

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

Use:

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

Check it on Github


#ifndef FNC_BLENDCOLORBURN
#define FNC_BLENDCOLORBURN
float blendColorBurn(in float base, in float blend) { return (blend == 0.)? blend: max((1. - ((1. - base ) / blend)), 0.); }
vec3  blendColorBurn(in vec3 base, in vec3 blend) {
    return vec3(blendColorBurn(base.r, blend.r),
                blendColorBurn(base.g, blend.g),
                blendColorBurn(base.b, blend.b));
}
vec3  blendColorBurn(in vec3 base, in vec3 blend, in float opacity) { return (blendColorBurn(base, blend) * opacity + base * (1. - opacity));}
#endif

Use:

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

Check it on Github


#ifndef FNC_BLENDCOLORBURN
#define FNC_BLENDCOLORBURN
float blendColorBurn(in float base, in float blend) {
    return (blend == 0.)? blend: max((1. - ((1. - base ) / blend)), 0.);
}

float3 blendColorBurn(in float3 base, in float3 blend) {
    return float3(  blendColorBurn(base.r, blend.r),
                    blendColorBurn(base.g, blend.g),
                    blendColorBurn(base.b, blend.b));
}

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

Use:

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

Check it on Github


#ifndef FNC_BLENDCOLORBURN
#define FNC_BLENDCOLORBURN
float blendColorBurn(float base, float blend) { return (blend == 0.)? blend: max((1. - ((1. - base ) / blend)), 0.); }
float3  blendColorBurn(float3 base, float3 blend) {
    return float3(blendColorBurn(base.r, blend.r),
                blendColorBurn(base.g, blend.g),
                blendColorBurn(base.b, blend.b));
}
float3  blendColorBurn(float3 base, float3 blend, float opacity) { return (blendColorBurn(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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