lygia
/color
/blend
/phoenix
)Photoshop Phoenix blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
Use:
blendPhoenix(<float|vec3> base, <float|vec3> blend [, <float> opacity])
#ifndef FNC_BLENDPHOENIX
#define FNC_BLENDPHOENIX
float blendPhoenix(in float base, in float blend) {
return min(base, blend) - max(base, blend) + 1.;
}
vec3 blendPhoenix(in vec3 base, in vec3 blend) {
return min(base, blend) - max(base, blend) + vec3(1.);
}
vec3 blendPhoenix(in vec3 base, in vec3 blend, in float opacity) {
return (blendPhoenix(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendPhoenix(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDPHOENIX
#define FNC_BLENDPHOENIX
float blendPhoenix(in float base, in float blend) {
return min(base, blend) - max(base, blend) + 1.;
}
float3 blendPhoenix(in float3 base, in float3 blend) {
return min(base, blend) - max(base, blend) + float3(1., 1., 1.);
}
float3 blendPhoenix(in float3 base, in float3 blend, in float opacity) {
return (blendPhoenix(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendPhoenix(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDPHOENIX
#define FNC_BLENDPHOENIX
float blendPhoenix(float base, float blend) {
return min(base, blend) - max(base, blend) + 1.;
}
float3 blendPhoenix(float3 base, float3 blend) {
return min(base, blend) - max(base, blend) + float3(1.);
}
float3 blendPhoenix(float3 base, float3 blend, float opacity) {
return (blendPhoenix(base, blend) * opacity + base * (1. - opacity));
}
#endif
MIT License (MIT) Copyright (c) 2015 Jamie Owen
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