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-rw-r--r--doc/classes/VisualShaderNodeColorOp.xml63
1 files changed, 63 insertions, 0 deletions
diff --git a/doc/classes/VisualShaderNodeColorOp.xml b/doc/classes/VisualShaderNodeColorOp.xml
index 77c5361f4d..414de2ed5a 100644
--- a/doc/classes/VisualShaderNodeColorOp.xml
+++ b/doc/classes/VisualShaderNodeColorOp.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" category="Core" version="3.2">
<brief_description>
+ A [Color] operator to be used within the visual shader graph.
</brief_description>
<description>
+ Applies [member operator] to two color inputs.
</description>
<tutorials>
</tutorials>
@@ -10,26 +12,87 @@
</methods>
<members>
<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
+ An operator to be applied to the inputs. See [enum Operator] for options.
</member>
</members>
<constants>
<constant name="OP_SCREEN" value="0" enum="Operator">
+ Produce a screen effect with the following formula:
+ [codeblock]
+ result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
+ [/codeblock]
</constant>
<constant name="OP_DIFFERENCE" value="1" enum="Operator">
+ Produce a difference effect with the following formula:
+ [codeblock]
+ result = abs(a - b);
+ [/codeblock]
</constant>
<constant name="OP_DARKEN" value="2" enum="Operator">
+ Produce a darken effect with the following formula:
+ [codeblock]
+ result = min(a, b);
+ [/codeblock]
</constant>
<constant name="OP_LIGHTEN" value="3" enum="Operator">
+ Produce a lighten effect with the following formula:
+ [codeblock]
+ result = max(a, b);
+ [/codeblock]
</constant>
<constant name="OP_OVERLAY" value="4" enum="Operator">
+ Produce an overlay effect with the following formula:
+ [codeblock]
+ for (int i = 0; i &lt; 3; i++) {
+ float base = a[i];
+ float blend = b[i];
+ if (base &lt; 0.5) {
+ result[i] = 2.0 * base * blend;
+ } else {
+ result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
+ }
+ }
+ [/codeblock]
</constant>
<constant name="OP_DODGE" value="5" enum="Operator">
+ Produce a dodge effect with the following formula:
+ [codeblock]
+ result = a / (vec3(1.0) - b);
+ [/codeblock]
</constant>
<constant name="OP_BURN" value="6" enum="Operator">
+ Produce a burn effect with the following formula:
+ [codeblock]
+ result = vec3(1.0) - (vec3(1.0) - a) / b;
+ [/codeblock]
</constant>
<constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
+ Produce a soft light effect with the following formula:
+ [codeblock]
+ for (int i = 0; i &lt; 3; i++) {
+ float base = a[i];
+ float blend = b[i];
+ if (base &lt; 0.5) {
+ result[i] = base * (blend + 0.5);
+ } else {
+ result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
+ }
+ }
+ [/codeblock]
</constant>
<constant name="OP_HARD_LIGHT" value="8" enum="Operator">
+ Produce a hard light effect with the following formula:
+ [codeblock]
+ for (int i = 0; i &lt; 3; i++) {
+ float base = a[i];
+ float blend = b[i];
+ if (base &lt; 0.5) {
+ result[i] = base * (2.0 * blend);
+ } else {
+ result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
+ }
+ }
+ [/codeblock]
</constant>
</constants>
</class>