lygia
/color
/blend
/reflect
)Photoshop Reflect blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
Use:
blendReflect(<float|vec3> base, <float|vec3> blend [, <float> opacity])
#ifndef FNC_BLENDREFLECT
#define FNC_BLENDREFLECT
float blendReflect(in float base, in float blend) {
return (blend == 1.)? blend : min(base * base / (1. - blend), 1.);
}
vec3 blendReflect(in vec3 base, in vec3 blend) {
return vec3(blendReflect(base.r, blend.r),
blendReflect(base.g, blend.g),
blendReflect(base.b, blend.b));
}
vec3 blendReflect(in vec3 base, in vec3 blend, in float opacity) {
return (blendReflect(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendReflect(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDREFLECT
#define FNC_BLENDREFLECT
float blendReflect(in float base, in float blend) {
return (blend == 1.)? blend : min(base * base / (1. - blend), 1.);
}
float3 blendReflect(in float3 base, in float3 blend) {
return float3( blendReflect(base.r, blend.r),
blendReflect(base.g, blend.g),
blendReflect(base.b, blend.b) );
}
float3 blendReflect(in float3 base, in float3 blend, in float opacity) {
return (blendReflect(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendReflect(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDREFLECT
#define FNC_BLENDREFLECT
float blendReflect(float base, float blend) {
return (blend == 1.)? blend : min(base * base / (1. - blend), 1.);
}
float3 blendReflect(float3 base, float3 blend) {
return float3(blendReflect(base.r, blend.r),
blendReflect(base.g, blend.g),
blendReflect(base.b, blend.b));
}
float3 blendReflect(float3 base, float3 blend, float opacity) {
return (blendReflect(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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