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