lygia
/v1.1.6
/color
/blend
/lighten
)Photoshop Lighten blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
Use:
blendLighten(<float|vec3> base, <float|vec3> blend [, <float> opacity])
#ifndef FNC_BLENDLIGHTEN
#define FNC_BLENDLIGHTEN
float blendLighten(in float base, in float blend) {
return max(blend, base);
}
vec3 blendLighten(in vec3 base, in vec3 blend) {
return vec3(blendLighten(base.r, blend.r),
blendLighten(base.g, blend.g),
blendLighten(base.b, blend.b));
}
vec3 blendLighten(in vec3 base, in vec3 blend, in float opacity) {
return (blendLighten(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendLighten(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDLIGHTEN
#define FNC_BLENDLIGHTEN
float blendLighten(in float base, in float blend) {
return max(blend, base);
}
float3 blendLighten(in float3 base, in float3 blend) {
return float3( blendLighten(base.r, blend.r),
blendLighten(base.g, blend.g),
blendLighten(base.b, blend.b) );
}
float3 blendLighten(in float3 base, in float3 blend, in float opacity) {
return (blendLighten(base, blend) * opacity + base * (1. - opacity));
}
#endif
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).
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