LYGIA Shader Library

screen (lygia/color/blend/screen)

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

Use:

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

Check it on Github


#ifndef FNC_BLENDSCREEN
#define FNC_BLENDSCREEN
float blendScreen(in float base, in float blend) {
    return 1. - ((1. - base) * (1. - blend));
}

vec3 blendScreen(in vec3 base, in vec3 blend) {
    return vec3(blendScreen(base.r, blend.r),
                blendScreen(base.g, blend.g),
                blendScreen(base.b, blend.b));
}

vec3 blendScreen(in vec3 base, in vec3 blend, float opacity) {
    return (blendScreen(base, blend) * opacity + base * (1. - opacity));
}
#endif

Use:

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

Check it on Github


#ifndef FNC_BLENDSCREEN
#define FNC_BLENDSCREEN
float blendScreen(in float base, in float blend) {
    return 1. - ((1. - base) * (1. - blend));
}

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

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

Use:

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

Check it on Github


#ifndef FNC_BLENDSCREEN
#define FNC_BLENDSCREEN
float blendScreen(float base, float blend) {
    return 1. - ((1. - base) * (1. - blend));
}

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

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

Use:

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

Check it on Github


fn blendScreen(base: f32, blend: f32) -> f32 {
    return 1. - ((1. - base) * (1. - blend));
}

fn blendScreen3(base: vec3f, blend: vec3f) -> vec3f {
    return vec3f(blendScreen(base.r, blend.r),
                blendScreen(base.g, blend.g),
                blendScreen(base.b, blend.b));
}

fn blendScreenWithOpacity3(base: vec3f, blend: vec3f, opacity: f32) -> vec3f {
    return (blendScreen3(base, blend) * opacity + base * (1. - opacity));
}

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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