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