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			590 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
		
		
			
		
	
	
			590 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
|   | /*------------------. | ||
|  | | :: Description :: | | ||
|  | '-------------------/ | ||
|  | 
 | ||
|  |     Blending Header (version 0.8) | ||
|  | 
 | ||
|  |     Blending Algorithm Sources: | ||
|  |     https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt | ||
|  | 
 | ||
|  |     http://www.nathanm.com/photoshop-blending-math/ | ||
|  |     (Alt) https://github.com/cplotts/WPFSLBlendModeFx/blob/master/PhotoshopMathFP.hlsl | ||
|  | 
 | ||
|  |     Header Authors: originalnicodr, prod80, uchu suzume, Marot Satil | ||
|  | 
 | ||
|  |     About: | ||
|  |     Provides a variety of blending methods for you to use as you wish. Just include this header. | ||
|  | 
 | ||
|  |     History: | ||
|  |     (*) Feature (+) Improvement (x) Bugfix (-) Information (!) Compatibility | ||
|  |      | ||
|  |     Version 0.1 by Marot Satil & uchu suzume | ||
|  |     * Added and improved upon multiple blending modes thanks to the work of uchu suzume, prod80, and originalnicodr. | ||
|  | 
 | ||
|  |     Version 0.2 by uchu suzume & Marot Satil | ||
|  |     * Added Addition, Subtract, Divide blending modes and improved code readability. | ||
|  | 
 | ||
|  |     Version 0.3 by uchu suzume & Marot Satil | ||
|  |     * Sorted blending modes in a more logical fashion, grouping by type. | ||
|  | 
 | ||
|  |     Version 0.4 by uchu suzume | ||
|  |     x Corrected Color Dodge blending behavior. | ||
|  | 
 | ||
|  |     Version 0.5 by Marot Satil & uchu suzume | ||
|  |     * Added preprocessor macros for uniform variable combo UI element & lerp. | ||
|  | 
 | ||
|  |     Version 0.6 by Marot Satil & uchu suzume | ||
|  |     * Added Divide (Alternative) and Divide (Photoshop) blending modes. | ||
|  | 
 | ||
|  |     Version 0.7 by prod80 | ||
|  |     - Added original sources for blending algorithms. | ||
|  |     x Corrected average luminosity values. | ||
|  | 
 | ||
|  |     Version 0.8 by Marot Satil | ||
|  |     * Added a new funciton to output blended data. | ||
|  |     + Moved all code into the BlendingH namespace, which is part of the ComHeaders common namespace meant to be used by other headers. | ||
|  |     ! Removed old preprocessor macro blending output. | ||
|  | 
 | ||
|  | .------------------. | ||
|  | | :: How To Use :: | | ||
|  | '------------------/ | ||
|  | 
 | ||
|  |     Blending two variables using this header in your own shaders is very straightforward. | ||
|  |     Very basic example code using the "Darken" blending mode follows: | ||
|  | 
 | ||
|  |     // First, include the header. | ||
|  |     #include "Blending.fxh" | ||
|  | 
 | ||
|  |     // You can use this preprocessor macro to generate an attractive and functional uniform int UI combo element containing the list of blending techniques: | ||
|  |     // BLENDING_COMBO(variable_name, label, tooltip, category, category_closed, spacing, default_value) | ||
|  |     BLENDING_COMBO(_BlendMode, "Blending Mode", "Select the blending mode applied to the layer.", "Blending Options", false, 0, 0) | ||
|  | 
 | ||
|  |     // Inside of your function you can call this function to apply the blending option specified by an int (variable) to your float3 (input) via | ||
|  |     // a lerp between your float3 (input), float3 (output), and a float (blending) for the alpha channel. | ||
|  |     // ComHeaders::Blending::Blend(int variable, float3 input, float3 output, float blending) | ||
|  |     outColor.rgb = ComHeaders::Blending::Blend(_BlendMode, inColor, outColor, outColor.a); | ||
|  | */ | ||
|  | 
 | ||
|  | 
 | ||
|  | // ------------------------------------- | ||
|  | // Preprocessor Macros | ||
|  | // ------------------------------------- | ||
|  | 
 | ||
|  | #undef BLENDING_COMBO | ||
|  | #define BLENDING_COMBO(variable, name_label, description, group, grp_closed, space, default_value) \ | ||
|  | uniform int variable \ | ||
|  | < \ | ||
|  |     ui_category = group; \ | ||
|  |     ui_category_closed = grp_closed; \ | ||
|  |     ui_items = \ | ||
|  |            "Normal\0" \ | ||
|  | /* "Darken" */ \ | ||
|  |            "Darken\0" \ | ||
|  |            "  Multiply\0" \ | ||
|  |            "  Color Burn\0" \ | ||
|  |            "  Linear Burn\0" \ | ||
|  | /* "Lighten" */	\ | ||
|  |            "Lighten\0" \ | ||
|  |            "  Screen\0" \ | ||
|  |            "  Color Dodge\0" \ | ||
|  |            "  Linear Dodge\0" \ | ||
|  |            "  Addition\0" \ | ||
|  |            "  Glow\0" \ | ||
|  | /* "Contrast" */ \ | ||
|  |            "Overlay\0" \ | ||
|  |            "  Soft Light\0" \ | ||
|  |            "  Hard Light\0" \ | ||
|  |            "  Vivid Light\0" \ | ||
|  |            "  Linear Light\0" \ | ||
|  |            "  Pin Light\0" \ | ||
|  |            "  Hard Mix\0" \ | ||
|  | /* "Inversion" */ \ | ||
|  |            "Difference\0" \ | ||
|  |            "  Exclusion\0" \ | ||
|  | /* "Cancelation" */	\ | ||
|  |            "Subtract\0" \ | ||
|  |            "  Divide\0" \ | ||
|  |            "  Divide (Alternative)\0" \ | ||
|  |            "  Divide (Photoshop)\0" \ | ||
|  |            "  Reflect\0" \ | ||
|  |            "  Grain Extract\0" \ | ||
|  |            "  Grain Merge\0" \ | ||
|  | /* "Component" */ \ | ||
|  |            "Hue\0" \ | ||
|  |            "  Saturation\0" \ | ||
|  |            "  Color\0" \ | ||
|  |            "  Luminosity\0"; \ | ||
|  |     ui_label = name_label; \ | ||
|  |     ui_tooltip = description; \ | ||
|  |     ui_type = "combo"; \ | ||
|  |     ui_spacing = space; \ | ||
|  | > = default_value; | ||
|  | 
 | ||
|  | namespace ComHeaders | ||
|  | { | ||
|  |     namespace Blending | ||
|  |     { | ||
|  | 
 | ||
|  | // ------------------------------------- | ||
|  | // Helper Functions | ||
|  | // ------------------------------------- | ||
|  | 
 | ||
|  |         float3 Aux(float3 a) | ||
|  |         { | ||
|  |             if (a.r <= 0.25 && a.g <= 0.25 && a.b <= 0.25) | ||
|  |                 return ((16.0 * a - 12.0) * a + 4) * a; | ||
|  |             else | ||
|  |                 return sqrt(a); | ||
|  |         } | ||
|  | 
 | ||
|  |         float Lum(float3 a) | ||
|  |         { | ||
|  |             return (0.33333 * a.r + 0.33334 * a.g + 0.33333 * a.b); | ||
|  |         } | ||
|  | 
 | ||
|  |         float3 SetLum (float3 a, float b){ | ||
|  |             const float c = b - Lum(a); | ||
|  |             return float3(a.r + c, a.g + c, a.b + c); | ||
|  |         } | ||
|  | 
 | ||
|  |         float min3 (float a, float b, float c) | ||
|  |         { | ||
|  |             return min(a, (min(b, c))); | ||
|  |         } | ||
|  | 
 | ||
|  |         float max3 (float a, float b, float c) | ||
|  |         { | ||
|  |             return max(a, max(b, c)); | ||
|  |         } | ||
|  | 
 | ||
|  |         float3 SetSat(float3 a, float b){ | ||
|  |             float ar = a.r; | ||
|  |             float ag = a.g; | ||
|  |             float ab = a.b; | ||
|  |             if (ar == max3(ar, ag, ab) && ab == min3(ar, ag, ab)) | ||
|  |             { | ||
|  |                 //caso r->max g->mid b->min | ||
|  |                 if (ar > ab) | ||
|  |                 { | ||
|  |                     ag = (((ag - ab) * b) / (ar - ab)); | ||
|  |                     ar = b; | ||
|  |                 } | ||
|  |                 else | ||
|  |                 { | ||
|  |                     ag = 0.0; | ||
|  |                     ar = 0.0; | ||
|  |                 } | ||
|  |                 ab = 0.0; | ||
|  |             } | ||
|  |             else | ||
|  |             { | ||
|  |                 if (ar == max3(ar, ag, ab) && ag == min3(ar, ag, ab)) | ||
|  |                 { | ||
|  |                     //caso r->max b->mid g->min | ||
|  |                     if (ar > ag) | ||
|  |                     { | ||
|  |                         ab = (((ab - ag) * b) / (ar - ag)); | ||
|  |                         ar = b; | ||
|  |                     } | ||
|  |                     else | ||
|  |                     { | ||
|  |                         ab = 0.0; | ||
|  |                         ar = 0.0; | ||
|  |                     } | ||
|  |                     ag = 0.0; | ||
|  |                 } | ||
|  |                 else | ||
|  |                 { | ||
|  |                     if (ag == max3(ar, ag, ab) && ab == min3(ar, ag, ab)) | ||
|  |                     { | ||
|  |                         //caso g->max r->mid b->min | ||
|  |                         if (ag > ab) | ||
|  |                         { | ||
|  |                             ar = (((ar - ab) * b) / (ag - ab)); | ||
|  |                             ag = b; | ||
|  |                         } | ||
|  |                         else | ||
|  |                         { | ||
|  |                             ar = 0.0; | ||
|  |                             ag = 0.0; | ||
|  |                         } | ||
|  |                         ab = 0.0; | ||
|  |                     } | ||
|  |                     else | ||
|  |                     { | ||
|  |                         if (ag == max3(ar, ag, ab) && ar == min3(ar, ag, ab)) | ||
|  |                         { | ||
|  |                             //caso g->max b->mid r->min | ||
|  |                             if (ag > ar) | ||
|  |                             { | ||
|  |                                 ab = (((ab - ar) * b) / (ag - ar)); | ||
|  |                                 ag = b; | ||
|  |                             } | ||
|  |                             else | ||
|  |                             { | ||
|  |                                 ab = 0.0; | ||
|  |                                 ag = 0.0; | ||
|  |                             } | ||
|  |                             ar = 0.0; | ||
|  |                         } | ||
|  |                         else | ||
|  |                         { | ||
|  |                             if (ab == max3(ar, ag, ab) && ag == min3(ar, ag, ab)) | ||
|  |                             { | ||
|  |                                 //caso b->max r->mid g->min | ||
|  |                                 if (ab > ag) | ||
|  |                                 { | ||
|  |                                     ar = (((ar - ag) * b) / (ab - ag)); | ||
|  |                                     ab = b; | ||
|  |                                 } | ||
|  |                                 else | ||
|  |                                 { | ||
|  |                                     ar = 0.0; | ||
|  |                                     ab = 0.0; | ||
|  |                                 } | ||
|  |                                 ag = 0.0; | ||
|  |                             } | ||
|  |                             else | ||
|  |                             { | ||
|  |                                 if (ab == max3(ar, ag, ab) && ar == min3(ar, ag, ab)) | ||
|  |                                 { | ||
|  |                                     //caso b->max g->mid r->min | ||
|  |                                     if (ab > ar) | ||
|  |                                     { | ||
|  |                                         ag = (((ag - ar) * b) / (ab - ar)); | ||
|  |                                         ab = b; | ||
|  |                                     } | ||
|  |                                     else | ||
|  |                                     { | ||
|  |                                         ag = 0.0; | ||
|  |                                         ab = 0.0; | ||
|  |                                     } | ||
|  |                                     ar = 0.0; | ||
|  |                                 } | ||
|  |                             } | ||
|  |                         } | ||
|  |                     } | ||
|  |                 } | ||
|  |             } | ||
|  |             return float3(ar, ag, ab); | ||
|  |         } | ||
|  | 
 | ||
|  |         float Sat(float3 a) | ||
|  |         { | ||
|  |             return max3(a.r, a.g, a.b) - min3(a.r, a.g, a.b); | ||
|  |         } | ||
|  | 
 | ||
|  | 
 | ||
|  | // ------------------------------------- | ||
|  | // Blending Modes | ||
|  | // ------------------------------------- | ||
|  | 
 | ||
|  |         // Darken | ||
|  |         float3 Darken(float3 a, float3 b) | ||
|  |         { | ||
|  |             return min(a, b); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Multiply | ||
|  |         float3 Multiply(float3 a, float3 b) | ||
|  |         { | ||
|  |             return a * b; | ||
|  |         } | ||
|  | 
 | ||
|  |         // Color Burn | ||
|  |         float3 ColorBurn(float3 a, float3 b) | ||
|  |         { | ||
|  |             if (b.r > 0 && b.g > 0 && b.b > 0) | ||
|  |                 return 1.0 - min(1.0, (0.5 - a) / b); | ||
|  |             else | ||
|  |                 return 0.0; | ||
|  |         } | ||
|  | 
 | ||
|  |         // Linear Burn | ||
|  |         float3 LinearBurn(float3 a, float3 b) | ||
|  |         { | ||
|  |             return max(a + b - 1.0f, 0.0f); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Lighten | ||
|  |         float3 Lighten(float3 a, float3 b) | ||
|  |         { | ||
|  |             return max(a, b); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Screen | ||
|  |         float3 Screen(float3 a, float3 b) | ||
|  |         { | ||
|  |             return 1.0 - (1.0 - a) * (1.0 - b); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Color Dodge | ||
|  |         float3 ColorDodge(float3 a, float3 b) | ||
|  |         { | ||
|  |             if (b.r < 1 && b.g < 1 && b.b < 1) | ||
|  |                 return min(1.0, a / (1.0 - b)); | ||
|  |             else | ||
|  |                 return 1.0; | ||
|  |         } | ||
|  | 
 | ||
|  |         // Linear Dodge | ||
|  |         float3 LinearDodge(float3 a, float3 b) | ||
|  |         { | ||
|  |             return min(a + b, 1.0f); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Addition | ||
|  |         float3 Addition(float3 a, float3 b) | ||
|  |         { | ||
|  |             return min((a + b), 1); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Reflect | ||
|  |         float3 Reflect(float3 a, float3 b) | ||
|  |         { | ||
|  |             if (b.r >= 0.999999 || b.g >= 0.999999 || b.b >= 0.999999) | ||
|  |                 return b; | ||
|  |             else | ||
|  |                 return saturate(a * a / (1.0f - b)); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Glow | ||
|  |         float3 Glow(float3 a, float3 b) | ||
|  |         { | ||
|  |             return Reflect(b, a); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Overlay | ||
|  |         float3 Overlay(float3 a, float3 b) | ||
|  |         { | ||
|  |             return lerp(2 * a * b, 1.0 - 2 * (1.0 - a) * (1.0 - b), step(0.5, a)); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Soft Light | ||
|  |         float3 SoftLight(float3 a, float3 b) | ||
|  |         { | ||
|  |             if (b.r <= 0.5 && b.g <= 0.5 && b.b <= 0.5) | ||
|  |                 return clamp(a - (1.0 - 2 * b) * a * (1 - a), 0,1); | ||
|  |             else | ||
|  |                 return clamp(a + (2 * b - 1.0) * (Aux(a) - a), 0, 1); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Hard Light | ||
|  |         float3 HardLight(float3 a, float3 b) | ||
|  |         { | ||
|  |             return lerp(2 * a * b, 1.0 - 2 * (1.0 - b) * (1.0 - a), step(0.5, b)); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Vivid Light | ||
|  |         float3 VividLight(float3 a, float3 b) | ||
|  |         { | ||
|  |             return lerp(2 * a * b, b / (2 * (1.01 - a)), step(0.50, a)); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Linear Light | ||
|  |         float3 LinearLight(float3 a, float3 b) | ||
|  |         { | ||
|  |             if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5) | ||
|  |                 return LinearBurn(a, (2.0 * b)); | ||
|  |             else | ||
|  |                 return LinearDodge(a, (2.0 * (b - 0.5))); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Pin Light | ||
|  |         float3 PinLight(float3 a, float3 b) | ||
|  |         { | ||
|  |             if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5) | ||
|  |                 return Darken(a, (2.0 * b)); | ||
|  |             else | ||
|  |                 return Lighten(a, (2.0 * (b - 0.5))); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Hard Mix | ||
|  |         float3 HardMix(float3 a, float3 b) | ||
|  |         { | ||
|  |             const float3 vl = VividLight(a, b); | ||
|  |             if (vl.r < 0.5 || vl.g < 0.5 || vl.b < 0.5) | ||
|  |                 return 0.0; | ||
|  |             else | ||
|  |                 return 1.0; | ||
|  |         } | ||
|  | 
 | ||
|  |         // Difference | ||
|  |         float3 Difference(float3 a, float3 b) | ||
|  |         { | ||
|  |             return max(a - b, b - a); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Exclusion | ||
|  |         float3 Exclusion(float3 a, float3 b) | ||
|  |         { | ||
|  |             return a + b - 2 * a * b; | ||
|  |         } | ||
|  | 
 | ||
|  |         // Subtract | ||
|  |         float3 Subtract(float3 a, float3 b) | ||
|  |         { | ||
|  |             return max((a - b), 0); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Divide | ||
|  |         float3 Divide(float3 a, float3 b) | ||
|  |         { | ||
|  |             return (saturate(a / (b + 0.01))); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Divide (Alternative) | ||
|  |         float3 DivideAlt(float3 a, float3 b) | ||
|  |         { | ||
|  |             return (saturate(1.0 / (a / b))); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Divide (Photoshop) | ||
|  |         float3 DividePS(float3 a, float3 b) | ||
|  |         { | ||
|  |             return (saturate(a / b)); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Grain Merge | ||
|  |         float3 GrainMerge(float3 a, float3 b) | ||
|  |         { | ||
|  |             return saturate(b + a - 0.5); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Grain Extract | ||
|  |         float3 GrainExtract(float3 a, float3 b) | ||
|  |         { | ||
|  |             return saturate(a - b + 0.5); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Hue | ||
|  |         float3 Hue(float3 a, float3 b) | ||
|  |         { | ||
|  |             return SetLum(SetSat(b, Sat(a)), Lum(a)); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Saturation | ||
|  |         float3 Saturation(float3 a, float3 b) | ||
|  |         { | ||
|  |             return SetLum(SetSat(a, Sat(b)), Lum(a)); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Color | ||
|  |         float3 ColorB(float3 a, float3 b) | ||
|  |         { | ||
|  |             return SetLum(b, Lum(a)); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Luminousity | ||
|  |         float3 Luminosity(float3 a, float3 b) | ||
|  |         { | ||
|  |             return SetLum(a, Lum(b)); | ||
|  |         } | ||
|  | 
 | ||
|  | 
 | ||
|  | // ------------------------------------- | ||
|  | // Output Functions | ||
|  | // ------------------------------------- | ||
|  | 
 | ||
|  |         float3 Blend(int mode, float3 input, float3 output, float blending) | ||
|  |         { | ||
|  |             switch (mode) | ||
|  |             { | ||
|  |                 // Normal | ||
|  |                 default: | ||
|  |                     return lerp(input.rgb, output.rgb, blending); | ||
|  |                 // Darken | ||
|  |                 case 1: | ||
|  |                     return lerp(input.rgb, Darken(input.rgb, output.rgb), blending); | ||
|  |                 // Multiply | ||
|  |                 case 2: | ||
|  |                     return lerp(input.rgb, Multiply(input.rgb, output.rgb), blending); | ||
|  |                 // Color Burn | ||
|  |                 case 3: | ||
|  |                     return lerp(input.rgb, ColorBurn(input.rgb, output.rgb), blending); | ||
|  |                 // Linear Burn | ||
|  |                 case 4: | ||
|  |                     return lerp(input.rgb, LinearBurn(input.rgb, output.rgb), blending); | ||
|  |                 // Lighten | ||
|  |                 case 5: | ||
|  |                     return lerp(input.rgb, Lighten(input.rgb, output.rgb), blending); | ||
|  |                 // Screen | ||
|  |                 case 6: | ||
|  |                     return lerp(input.rgb, Screen(input.rgb, output.rgb), blending); | ||
|  |                 // Color Dodge | ||
|  |                 case 7: | ||
|  |                     return lerp(input.rgb, ColorDodge(input.rgb, output.rgb), blending); | ||
|  |                 // Linear Dodge | ||
|  |                 case 8: | ||
|  |                     return lerp(input.rgb, LinearDodge(input.rgb, output.rgb), blending); | ||
|  |                 // Addition | ||
|  |                 case 9: | ||
|  |                     return lerp(input.rgb, Addition(input.rgb, output.rgb), blending); | ||
|  |                 // Glow | ||
|  |                 case 10: | ||
|  |                     return lerp(input.rgb, Glow(input.rgb, output.rgb), blending); | ||
|  |                 // Overlay | ||
|  |                 case 11: | ||
|  |                     return lerp(input.rgb, Overlay(input.rgb, output.rgb), blending); | ||
|  |                 // Soft Light | ||
|  |                 case 12: | ||
|  |                     return lerp(input.rgb, SoftLight(input.rgb, output.rgb), blending); | ||
|  |                 // Hard Light | ||
|  |                 case 13: | ||
|  |                     return lerp(input.rgb, HardLight(input.rgb, output.rgb), blending); | ||
|  |                 // Vivid Light | ||
|  |                 case 14: | ||
|  |                     return lerp(input.rgb, VividLight(input.rgb, output.rgb), blending); | ||
|  |                 // Linear Light | ||
|  |                 case 15: | ||
|  |                     return lerp(input.rgb, LinearLight(input.rgb, output.rgb), blending); | ||
|  |                 // Pin Light | ||
|  |                 case 16: | ||
|  |                     return lerp(input.rgb, PinLight(input.rgb, output.rgb), blending); | ||
|  |                 // Hard Mix | ||
|  |                 case 17: | ||
|  |                     return lerp(input.rgb, HardMix(input.rgb, output.rgb), blending); | ||
|  |                 // Difference | ||
|  |                 case 18: | ||
|  |                     return lerp(input.rgb, Difference(input.rgb, output.rgb), blending); | ||
|  |                 // Exclusion | ||
|  |                 case 19: | ||
|  |                     return lerp(input.rgb, Exclusion(input.rgb, output.rgb), blending); | ||
|  |                 // Subtract | ||
|  |                 case 20: | ||
|  |                     return lerp(input.rgb, Subtract(input.rgb, output.rgb), blending); | ||
|  |                 // Divide | ||
|  |                 case 21: | ||
|  |                     return lerp(input.rgb, Divide(input.rgb, output.rgb), blending); | ||
|  |                 // Divide (Alternative) | ||
|  |                 case 22: | ||
|  |                     return lerp(input.rgb, DivideAlt(input.rgb, output.rgb), blending); | ||
|  |                 // Divide (Photoshop) | ||
|  |                 case 23: | ||
|  |                     return lerp(input.rgb, DividePS(input.rgb, output.rgb), blending); | ||
|  |                 // Reflect | ||
|  |                 case 24: | ||
|  |                     return lerp(input.rgb, Reflect(input.rgb, output.rgb), blending); | ||
|  |                 // Grain Merge | ||
|  |                 case 25: | ||
|  |                     return lerp(input.rgb, GrainMerge(input.rgb, output.rgb), blending); | ||
|  |                 // Grain Extract | ||
|  |                 case 26: | ||
|  |                     return lerp(input.rgb, GrainExtract(input.rgb, output.rgb), blending); | ||
|  |                 // Hue | ||
|  |                 case 27: | ||
|  |                     return lerp(input.rgb, Hue(input.rgb, output.rgb), blending); | ||
|  |                 // Saturation | ||
|  |                 case 28: | ||
|  |                     return lerp(input.rgb, Saturation(input.rgb, output.rgb), blending); | ||
|  |                 // Color | ||
|  |                 case 29: | ||
|  |                     return lerp(input.rgb, ColorB(input.rgb, output.rgb), blending); | ||
|  |                 // Luminosity | ||
|  |                 case 30: | ||
|  |                     return lerp(input.rgb, Luminosity(input.rgb, output.rgb), blending); | ||
|  |             } | ||
|  |         } | ||
|  |     } | ||
|  | } |