glsl color blending algorithm

  • multiply:
    result = base * blend;
  • screen:
    result = vec4(1.0) - ((vec4(1.0) - blend) * (vec4(1.0) - base));
  • darken:
    result =  min ( blend , base ) ;
  • lighten:
    result = max( blend, base );
  • difference:
    result = abs( base - blend );
  • negation:
    result = vec4(1.0) - abs( vec4(1.0) - base - blend );
  • exclusion:
    result = base + blend - (2.0*base*blend);
  • overlay:
    # per channel:
    if (base < 0.5) {
        result = 2.0 * base * blend;
    } else {
        result = vec4(1.0) - 2.0 * (vec4(1.0) - blend) * (vec4(1.0) - base);
    }
  • hard light:
    # per channel:
    if (blend < 0.5) {
        result = 2.0 * base * blend;
    } else {
        result = vec4(1.0) - 2.0 * (vec4(1.0) - blend) * (vec4(1.0) - base);
    }
  • soft light:
    # per channel:
    if (blend < 0.5) {
        result = 2.0 * base * blend + base*base - 2.0 * base*base*blend;
    } else {
        result = 2.0 * sqrt(base) * blend - sqrt(base) + 2.0 * base - 2.0 * base*blend;
    }
  • dodge:
    result = base / (vec4(1.0) - blend);
  • burn:
    result = vec4(1.0) - (vec4(1.0) - base) / blend;

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