/*------------------. | :: 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); } } } }