lygia
/v1.1.6
/color
/blend
/linearBurn
)Photoshop Linear Burn blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
Use:
blendLinearBurn(<float|vec3> base, <float|vec3> blend [, <float> opacity])
#ifndef FNC_BLENDLINEARBURN
#define FNC_BLENDLINEARBURN
float blendLinearBurn(in float base, in float blend) {
// Note : Same implementation as BlendSubtractf
return max(base + blend - 1., 0.);
}
vec3 blendLinearBurn(in vec3 base, in vec3 blend) {
// Note : Same implementation as BlendSubtract
return max(base + blend - vec3(1.), vec3(0.));
}
vec3 blendLinearBurn(in vec3 base, in vec3 blend, in float opacity) {
return (blendLinearBurn(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendLinearBurn(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDLINEARBURN
#define FNC_BLENDLINEARBURN
float blendLinearBurn(in float base, in float blend) {
// Note : Same implementation as BlendSubtractf
return max(base + blend - 1., 0.);
}
float3 blendLinearBurn(in float3 base, in float3 blend) {
// Note : Same implementation as BlendSubtract
return max(base + blend - float3(1., 1., 1.), float3(0., 0., 0.));
}
float3 blendLinearBurn(in float3 base, in float3 blend, in float opacity) {
return (blendLinearBurn(base, blend) * opacity + base * (1. - opacity));
}
#endif
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