VisualShaderNodeColorOp¶
Inherits: VisualShaderNode < Resource < Reference < Object
A Color operator to be used within the visual shader graph.
Enumerations¶
result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
- OP_DIFFERENCE = 1 — Produce a difference effect with the following formula:
result = abs(a - b);
- OP_DARKEN = 2 — Produce a darken effect with the following formula:
result = min(a, b);
- OP_LIGHTEN = 3 — Produce a lighten effect with the following formula:
result = max(a, b);
- OP_OVERLAY = 4 — Produce an overlay effect with the following formula:
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);
}
}
- OP_DODGE = 5 — Produce a dodge effect with the following formula:
result = a / (vec3(1.0) - b);
- OP_BURN = 6 — Produce a burn effect with the following formula:
result = vec3(1.0) - (vec3(1.0) - a) / b;
- OP_SOFT_LIGHT = 7 — Produce a soft light effect with the following formula:
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));
}
}
- OP_HARD_LIGHT = 8 — Produce a hard light effect with the following formula:
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));
}
}