lygia
/v1.1.6
/color
/blend
/pinLight
)Photoshop Pin Light blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
Dependencies:
Use:
blendPinLight(<float|vec3> base, <float|vec3> blend [, <float> opacity])
#ifndef FNC_BLENDPINLIGHT
#define FNC_BLENDPINLIGHT
float blendPinLight(in float base, in float blend) {
return (blend < .5)? blendDarken(base, (2.*blend)): blendLighten(base, (2. * (blend - .5)));
}
vec3 blendPinLight(in vec3 base, in vec3 blend) {
return vec3(blendPinLight(base.r, blend.r),
blendPinLight(base.g, blend.g),
blendPinLight(base.b, blend.b));
}
vec3 blendPinLight(in vec3 base, in vec3 blend, in float opacity) {
return (blendPinLight(base, blend) * opacity + base * (1. - opacity));
}
#endif
Dependencies:
Use:
blendPinLight(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDPINLIGHT
#define FNC_BLENDPINLIGHT
float blendPinLight(in float base, in float blend) {
return (blend < .5)? blendDarken(base, (2.*blend)): blendLighten(base, (2. * (blend - .5)));
}
float3 blendPinLight(in float3 base, in float3 blend) {
return float3( blendPinLight(base.r, blend.r),
blendPinLight(base.g, blend.g),
blendPinLight(base.b, blend.b) );
}
float3 blendPinLight(in float3 base, in float3 blend, in float opacity) {
return (blendPinLight(base, blend) * opacity + base * (1. - opacity));
}
#endif
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