lygia
/color
/blend
/softLight
)Photoshop Soft Light blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
Use:
blendSoftLight(<float|vec3> base, <float|vec3> blend [, <float> opacity])
#ifndef FNC_BLENDSOFTLIGHT
#define FNC_BLENDSOFTLIGHT
float blendSoftLight(in float base, in float blend) {
return (blend < .5)? (2. * base * blend + base * base * (1. - 2.*blend)): (sqrt(base) * (2. * blend - 1.) + 2. * base * (1. - blend));
}
vec3 blendSoftLight(in vec3 base, in vec3 blend) {
return vec3(blendSoftLight(base.r, blend.r),
blendSoftLight(base.g, blend.g),
blendSoftLight(base.b, blend.b));
}
vec4 blendSoftLight(in vec4 base, in vec4 blend) {
return vec4(blendSoftLight( base.r, blend.r ),
blendSoftLight( base.g, blend.g ),
blendSoftLight( base.b, blend.b ),
blendSoftLight( base.a, blend.a )
);
}
vec3 blendSoftLight(in vec3 base, in vec3 blend, in float opacity) {
return (blendSoftLight(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendSoftLight(<float|float3|float4> base, <float|float3|float4> blend [, <float> opacity])
#ifndef FNC_BLENDSOFTLIGHT
#define FNC_BLENDSOFTLIGHT
float blendSoftLight(in float base, in float blend) {
return (blend < .5)? (2. * base * blend + base * base * (1. - 2.*blend)): (sqrt(base) * (2. * blend - 1.) + 2. * base * (1. - blend));
}
float3 blendSoftLight(in float3 base, in float3 blend) {
return float3( blendSoftLight(base.r, blend.r),
blendSoftLight(base.g, blend.g),
blendSoftLight(base.b, blend.b) );
}
float4 blendSoftLight(in float4 base, in float4 blend) {
return float4( blendSoftLight( base.r, blend.r ),
blendSoftLight( base.g, blend.g ),
blendSoftLight( base.b, blend.b ),
blendSoftLight( base.a, blend.a )
);
}
float3 blendSoftLight(in float3 base, in float3 blend, in float opacity) {
return (blendSoftLight(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendSoftLight(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDSOFTLIGHT
#define FNC_BLENDSOFTLIGHT
float blendSoftLight(float base, float blend) {
return (blend < .5)? (2. * base * blend + base * base * (1. - 2.*blend)): (sqrt(base) * (2. * blend - 1.) + 2. * base * (1. - blend));
}
float3 blendSoftLight(float3 base, float3 blend) {
return float3(blendSoftLight(base.r, blend.r),
blendSoftLight(base.g, blend.g),
blendSoftLight(base.b, blend.b));
}
float4 blendSoftLight(float4 base, float4 blend) {
return float4(blendSoftLight( base.r, blend.r ),
blendSoftLight( base.g, blend.g ),
blendSoftLight( base.b, blend.b ),
blendSoftLight( base.a, blend.a )
);
}
float3 blendSoftLight(float3 base, float3 blend, float opacity) {
return (blendSoftLight(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendSoftLight(<float|vec3> base, <float|vec3> blend [, <float> opacity])
fn blendSoftLight(base: f32, blend: f32) -> f32 {
if (blend < 0.5) {
return (2. * base * blend + base * base * (1. - 2.*blend));
} else {
return (sqrt(base) * (2. * blend - 1.) + 2. * base * (1. - blend));
}
}
fn blendSoftLight3(base: vec3f, blend: vec3f) -> vec3f {
return vec3(blendSoftLight(base.r, blend.r),
blendSoftLight(base.g, blend.g),
blendSoftLight(base.b, blend.b));
}
fn blendSoftLight4(base: vec4f, blend: vec4f) -> vec4f {
return vec4(blendSoftLight( base.r, blend.r ),
blendSoftLight( base.g, blend.g ),
blendSoftLight( base.b, blend.b ),
blendSoftLight( base.a, blend.a )
);
}
fn blendSoftLight3Opacity(base: vec3f, blend: vec3f, opacity: f32) -> vec3f {
return (blendSoftLight3(base, blend) * opacity + base * (1. - opacity));
}
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.
Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository