Source: Scene/BlendFunction.js

/*global define*/
define([
        '../Core/freezeObject',
        '../Renderer/WebGLConstants'
    ], function(
        freezeObject,
        WebGLConstants) {
    'use strict';

    /**
     * Determines how blending factors are computed.
     *
     * @exports BlendFunction
     */
    var BlendFunction = {
        /**
         * The blend factor is zero.
         *
         * @type {Number}
         * @constant
         */
        ZERO : WebGLConstants.ZERO,

        /**
         * The blend factor is one.
         *
         * @type {Number}
         * @constant
         */
        ONE : WebGLConstants.ONE,

        /**
         * The blend factor is the source color.
         *
         * @type {Number}
         * @constant
         */
        SOURCE_COLOR : WebGLConstants.SRC_COLOR,

        /**
         * The blend factor is one minus the source color.
         *
         * @type {Number}
         * @constant
         */
        ONE_MINUS_SOURCE_COLOR : WebGLConstants.ONE_MINUS_SRC_COLOR,

        /**
         * The blend factor is the destination color.
         *
         * @type {Number}
         * @constant
         */
        DESTINATION_COLOR : WebGLConstants.DST_COLOR,

        /**
         * The blend factor is one minus the destination color.
         *
         * @type {Number}
         * @constant
         */
        ONE_MINUS_DESTINATION_COLOR : WebGLConstants.ONE_MINUS_DST_COLOR,

        /**
         * The blend factor is the source alpha.
         *
         * @type {Number}
         * @constant
         */
        SOURCE_ALPHA : WebGLConstants.SRC_ALPHA,

        /**
         * The blend factor is one minus the source alpha.
         *
         * @type {Number}
         * @constant
         */
        ONE_MINUS_SOURCE_ALPHA : WebGLConstants.ONE_MINUS_SRC_ALPHA,

        /**
         * The blend factor is the destination alpha.
         *
         * @type {Number}
         * @constant
         */
        DESTINATION_ALPHA : WebGLConstants.DST_ALPHA,

        /**
         * The blend factor is one minus the destination alpha.
         *
         * @type {Number}
         * @constant
         */
        ONE_MINUS_DESTINATION_ALPHA : WebGLConstants.ONE_MINUS_DST_ALPHA,

        /**
         * The blend factor is the constant color.
         *
         * @type {Number}
         * @constant
         */
        CONSTANT_COLOR : WebGLConstants.CONSTANT_COLOR,

        /**
         * The blend factor is one minus the constant color.
         *
         * @type {Number}
         * @constant
         */
        ONE_MINUS_CONSTANT_COLOR : WebGLConstants.ONE_MINUS_CONSTANT_ALPHA,

        /**
         * The blend factor is the constant alpha.
         *
         * @type {Number}
         * @constant
         */
        CONSTANT_ALPHA : WebGLConstants.CONSTANT_ALPHA,

        /**
         * The blend factor is one minus the constant alpha.
         *
         * @type {Number}
         * @constant
         */
        ONE_MINUS_CONSTANT_ALPHA : WebGLConstants.ONE_MINUS_CONSTANT_ALPHA,

        /**
         * The blend factor is the saturated source alpha.
         *
         * @type {Number}
         * @constant
         */
        SOURCE_ALPHA_SATURATE : WebGLConstants.SRC_ALPHA_SATURATE
    };

    return freezeObject(BlendFunction);
});