mirror of
https://github.com/RetroDECK/Duckstation.git
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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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Blending Header (version 0.8)
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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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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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Header Authors: originalnicodr, prod80, uchu suzume, Marot Satil
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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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History:
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(*) Feature (+) Improvement (x) Bugfix (-) Information (!) Compatibility
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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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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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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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Version 0.4 by uchu suzume
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x Corrected Color Dodge blending behavior.
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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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Version 0.6 by Marot Satil & uchu suzume
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* Added Divide (Alternative) and Divide (Photoshop) blending modes.
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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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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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| :: How To Use :: |
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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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// First, include the header.
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#include "Blending.fxh"
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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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// 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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// Preprocessor Macros
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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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namespace ComHeaders
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{
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namespace Blending
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{
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// -------------------------------------
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// Helper Functions
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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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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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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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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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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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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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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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// Blending Modes
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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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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// Output Functions
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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);
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// Lighten
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case 5:
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return lerp(input.rgb, Lighten(input.rgb, output.rgb), blending);
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// Screen
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case 6:
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return lerp(input.rgb, Screen(input.rgb, output.rgb), blending);
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// 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);
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// Addition
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case 9:
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return lerp(input.rgb, Addition(input.rgb, output.rgb), blending);
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// Glow
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case 10:
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return lerp(input.rgb, Glow(input.rgb, output.rgb), blending);
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// Overlay
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case 11:
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return lerp(input.rgb, Overlay(input.rgb, output.rgb), blending);
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// 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);
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// Hard Mix
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case 17:
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return lerp(input.rgb, HardMix(input.rgb, output.rgb), blending);
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// Difference
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case 18:
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return lerp(input.rgb, Difference(input.rgb, output.rgb), blending);
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// Exclusion
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case 19:
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return lerp(input.rgb, Exclusion(input.rgb, output.rgb), blending);
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// Subtract
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case 20:
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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);
|
|
}
|
|
}
|
|
}
|
|
}
|