lygia
/color
/blend
/difference
)Photoshop Difference blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
Use:
blendDifference(<float|vec3> base, <float|vec3> blend [, <float> opacity])
#ifndef FNC_BLENDDIFFERENCE
#define FNC_BLENDDIFFERENCE
float blendDifference(in float base, in float blend) { return abs(base-blend); }
vec3 blendDifference(in vec3 base, in vec3 blend) { return abs(base-blend); }
vec3 blendDifference(in vec3 base, in vec3 blend, in float opacity) { return (blendDifference(base, blend) * opacity + base * (1. - opacity)); }
#endif
Use:
blendDifference(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDDIFFERENCE
#define FNC_BLENDDIFFERENCE
float blendDifference(in float base, in float blend) {
return abs(base-blend);
}
float3 blendDifference(in float3 base, in float3 blend) {
return abs(base-blend);
}
float3 blendDifference(in float3 base, in float3 blend, in float opacity) {
return (blendDifference(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendDifference(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDDIFFERENCE
#define FNC_BLENDDIFFERENCE
float blendDifference(float base, float blend) { return abs(base-blend); }
float3 blendDifference(float3 base, float3 blend) { return abs(base-blend); }
float3 blendDifference(float3 base, float3 blend, float opacity) { return (blendDifference(base, blend) * opacity + base * (1. - opacity)); }
#endif
MIT License (MIT) Copyright (c) 2015 Jamie Owen
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
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