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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" 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>
<methods>
</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 < 3; i++) {
float base = a[i];
float blend = b[i];
if (base < 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 < 3; i++) {
float base = a[i];
float blend = b[i];
if (base < 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 < 3; i++) {
float base = a[i];
float blend = b[i];
if (base < 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>
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