lygia
/v1.1.6
/color
/blend
/colorBurn
)Photoshop Color Burn blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
Use:
blendColorBurn(<float|vec3> base, <float|vec3> blend [, <float> opacity])
#ifndef FNC_BLENDCOLORBURN
#define FNC_BLENDCOLORBURN
float blendColorBurn(in float base, in float blend) { return (blend == 0.)? blend: max((1. - ((1. - base ) / blend)), 0.); }
vec3 blendColorBurn(in vec3 base, in vec3 blend) {
return vec3(blendColorBurn(base.r, blend.r),
blendColorBurn(base.g, blend.g),
blendColorBurn(base.b, blend.b));
}
vec3 blendColorBurn(in vec3 base, in vec3 blend, in float opacity) { return (blendColorBurn(base, blend) * opacity + base * (1. - opacity));}
#endif
Use:
blendColorBurn(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDCOLORBURN
#define FNC_BLENDCOLORBURN
float blendColorBurn(in float base, in float blend) {
return (blend == 0.)? blend: max((1. - ((1. - base ) / blend)), 0.);
}
float3 blendColorBurn(in float3 base, in float3 blend) {
return float3( blendColorBurn(base.r, blend.r),
blendColorBurn(base.g, blend.g),
blendColorBurn(base.b, blend.b));
}
float3 blendColorBurn(in float3 base, in float3 blend, in float opacity) {
return (blendColorBurn(base, blend) * opacity + base * (1. - opacity));
}
#endif
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
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