590 lines
18 KiB
HLSL
590 lines
18 KiB
HLSL
/*------------------.
|
|
| :: Description :: |
|
|
'-------------------/
|
|
|
|
Blending Header (version 0.8)
|
|
|
|
Blending Algorithm Sources:
|
|
https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt
|
|
|
|
http://www.nathanm.com/photoshop-blending-math/
|
|
(Alt) https://github.com/cplotts/WPFSLBlendModeFx/blob/master/PhotoshopMathFP.hlsl
|
|
|
|
Header Authors: originalnicodr, prod80, uchu suzume, Marot Satil
|
|
|
|
About:
|
|
Provides a variety of blending methods for you to use as you wish. Just include this header.
|
|
|
|
History:
|
|
(*) Feature (+) Improvement (x) Bugfix (-) Information (!) Compatibility
|
|
|
|
Version 0.1 by Marot Satil & uchu suzume
|
|
* Added and improved upon multiple blending modes thanks to the work of uchu suzume, prod80, and originalnicodr.
|
|
|
|
Version 0.2 by uchu suzume & Marot Satil
|
|
* Added Addition, Subtract, Divide blending modes and improved code readability.
|
|
|
|
Version 0.3 by uchu suzume & Marot Satil
|
|
* Sorted blending modes in a more logical fashion, grouping by type.
|
|
|
|
Version 0.4 by uchu suzume
|
|
x Corrected Color Dodge blending behavior.
|
|
|
|
Version 0.5 by Marot Satil & uchu suzume
|
|
* Added preprocessor macros for uniform variable combo UI element & lerp.
|
|
|
|
Version 0.6 by Marot Satil & uchu suzume
|
|
* Added Divide (Alternative) and Divide (Photoshop) blending modes.
|
|
|
|
Version 0.7 by prod80
|
|
- Added original sources for blending algorithms.
|
|
x Corrected average luminosity values.
|
|
|
|
Version 0.8 by Marot Satil
|
|
* Added a new funciton to output blended data.
|
|
+ Moved all code into the BlendingH namespace, which is part of the ComHeaders common namespace meant to be used by other headers.
|
|
! Removed old preprocessor macro blending output.
|
|
|
|
.------------------.
|
|
| :: How To Use :: |
|
|
'------------------/
|
|
|
|
Blending two variables using this header in your own shaders is very straightforward.
|
|
Very basic example code using the "Darken" blending mode follows:
|
|
|
|
// First, include the header.
|
|
#include "Blending.fxh"
|
|
|
|
// You can use this preprocessor macro to generate an attractive and functional uniform int UI combo element containing the list of blending techniques:
|
|
// BLENDING_COMBO(variable_name, label, tooltip, category, category_closed, spacing, default_value)
|
|
BLENDING_COMBO(_BlendMode, "Blending Mode", "Select the blending mode applied to the layer.", "Blending Options", false, 0, 0)
|
|
|
|
// Inside of your function you can call this function to apply the blending option specified by an int (variable) to your float3 (input) via
|
|
// a lerp between your float3 (input), float3 (output), and a float (blending) for the alpha channel.
|
|
// ComHeaders::Blending::Blend(int variable, float3 input, float3 output, float blending)
|
|
outColor.rgb = ComHeaders::Blending::Blend(_BlendMode, inColor, outColor, outColor.a);
|
|
*/
|
|
|
|
|
|
// -------------------------------------
|
|
// Preprocessor Macros
|
|
// -------------------------------------
|
|
|
|
#undef BLENDING_COMBO
|
|
#define BLENDING_COMBO(variable, name_label, description, group, grp_closed, space, default_value) \
|
|
uniform int variable \
|
|
< \
|
|
ui_category = group; \
|
|
ui_category_closed = grp_closed; \
|
|
ui_items = \
|
|
"Normal\0" \
|
|
/* "Darken" */ \
|
|
"Darken\0" \
|
|
" Multiply\0" \
|
|
" Color Burn\0" \
|
|
" Linear Burn\0" \
|
|
/* "Lighten" */ \
|
|
"Lighten\0" \
|
|
" Screen\0" \
|
|
" Color Dodge\0" \
|
|
" Linear Dodge\0" \
|
|
" Addition\0" \
|
|
" Glow\0" \
|
|
/* "Contrast" */ \
|
|
"Overlay\0" \
|
|
" Soft Light\0" \
|
|
" Hard Light\0" \
|
|
" Vivid Light\0" \
|
|
" Linear Light\0" \
|
|
" Pin Light\0" \
|
|
" Hard Mix\0" \
|
|
/* "Inversion" */ \
|
|
"Difference\0" \
|
|
" Exclusion\0" \
|
|
/* "Cancelation" */ \
|
|
"Subtract\0" \
|
|
" Divide\0" \
|
|
" Divide (Alternative)\0" \
|
|
" Divide (Photoshop)\0" \
|
|
" Reflect\0" \
|
|
" Grain Extract\0" \
|
|
" Grain Merge\0" \
|
|
/* "Component" */ \
|
|
"Hue\0" \
|
|
" Saturation\0" \
|
|
" Color\0" \
|
|
" Luminosity\0"; \
|
|
ui_label = name_label; \
|
|
ui_tooltip = description; \
|
|
ui_type = "combo"; \
|
|
ui_spacing = space; \
|
|
> = default_value;
|
|
|
|
namespace ComHeaders
|
|
{
|
|
namespace Blending
|
|
{
|
|
|
|
// -------------------------------------
|
|
// Helper Functions
|
|
// -------------------------------------
|
|
|
|
float3 Aux(float3 a)
|
|
{
|
|
if (a.r <= 0.25 && a.g <= 0.25 && a.b <= 0.25)
|
|
return ((16.0 * a - 12.0) * a + 4) * a;
|
|
else
|
|
return sqrt(a);
|
|
}
|
|
|
|
float Lum(float3 a)
|
|
{
|
|
return (0.33333 * a.r + 0.33334 * a.g + 0.33333 * a.b);
|
|
}
|
|
|
|
float3 SetLum (float3 a, float b){
|
|
const float c = b - Lum(a);
|
|
return float3(a.r + c, a.g + c, a.b + c);
|
|
}
|
|
|
|
float min3 (float a, float b, float c)
|
|
{
|
|
return min(a, (min(b, c)));
|
|
}
|
|
|
|
float max3 (float a, float b, float c)
|
|
{
|
|
return max(a, max(b, c));
|
|
}
|
|
|
|
float3 SetSat(float3 a, float b){
|
|
float ar = a.r;
|
|
float ag = a.g;
|
|
float ab = a.b;
|
|
if (ar == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
|
|
{
|
|
//caso r->max g->mid b->min
|
|
if (ar > ab)
|
|
{
|
|
ag = (((ag - ab) * b) / (ar - ab));
|
|
ar = b;
|
|
}
|
|
else
|
|
{
|
|
ag = 0.0;
|
|
ar = 0.0;
|
|
}
|
|
ab = 0.0;
|
|
}
|
|
else
|
|
{
|
|
if (ar == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
|
|
{
|
|
//caso r->max b->mid g->min
|
|
if (ar > ag)
|
|
{
|
|
ab = (((ab - ag) * b) / (ar - ag));
|
|
ar = b;
|
|
}
|
|
else
|
|
{
|
|
ab = 0.0;
|
|
ar = 0.0;
|
|
}
|
|
ag = 0.0;
|
|
}
|
|
else
|
|
{
|
|
if (ag == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
|
|
{
|
|
//caso g->max r->mid b->min
|
|
if (ag > ab)
|
|
{
|
|
ar = (((ar - ab) * b) / (ag - ab));
|
|
ag = b;
|
|
}
|
|
else
|
|
{
|
|
ar = 0.0;
|
|
ag = 0.0;
|
|
}
|
|
ab = 0.0;
|
|
}
|
|
else
|
|
{
|
|
if (ag == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
|
|
{
|
|
//caso g->max b->mid r->min
|
|
if (ag > ar)
|
|
{
|
|
ab = (((ab - ar) * b) / (ag - ar));
|
|
ag = b;
|
|
}
|
|
else
|
|
{
|
|
ab = 0.0;
|
|
ag = 0.0;
|
|
}
|
|
ar = 0.0;
|
|
}
|
|
else
|
|
{
|
|
if (ab == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
|
|
{
|
|
//caso b->max r->mid g->min
|
|
if (ab > ag)
|
|
{
|
|
ar = (((ar - ag) * b) / (ab - ag));
|
|
ab = b;
|
|
}
|
|
else
|
|
{
|
|
ar = 0.0;
|
|
ab = 0.0;
|
|
}
|
|
ag = 0.0;
|
|
}
|
|
else
|
|
{
|
|
if (ab == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
|
|
{
|
|
//caso b->max g->mid r->min
|
|
if (ab > ar)
|
|
{
|
|
ag = (((ag - ar) * b) / (ab - ar));
|
|
ab = b;
|
|
}
|
|
else
|
|
{
|
|
ag = 0.0;
|
|
ab = 0.0;
|
|
}
|
|
ar = 0.0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return float3(ar, ag, ab);
|
|
}
|
|
|
|
float Sat(float3 a)
|
|
{
|
|
return max3(a.r, a.g, a.b) - min3(a.r, a.g, a.b);
|
|
}
|
|
|
|
|
|
// -------------------------------------
|
|
// Blending Modes
|
|
// -------------------------------------
|
|
|
|
// Darken
|
|
float3 Darken(float3 a, float3 b)
|
|
{
|
|
return min(a, b);
|
|
}
|
|
|
|
// Multiply
|
|
float3 Multiply(float3 a, float3 b)
|
|
{
|
|
return a * b;
|
|
}
|
|
|
|
// Color Burn
|
|
float3 ColorBurn(float3 a, float3 b)
|
|
{
|
|
if (b.r > 0 && b.g > 0 && b.b > 0)
|
|
return 1.0 - min(1.0, (0.5 - a) / b);
|
|
else
|
|
return 0.0;
|
|
}
|
|
|
|
// Linear Burn
|
|
float3 LinearBurn(float3 a, float3 b)
|
|
{
|
|
return max(a + b - 1.0f, 0.0f);
|
|
}
|
|
|
|
// Lighten
|
|
float3 Lighten(float3 a, float3 b)
|
|
{
|
|
return max(a, b);
|
|
}
|
|
|
|
// Screen
|
|
float3 Screen(float3 a, float3 b)
|
|
{
|
|
return 1.0 - (1.0 - a) * (1.0 - b);
|
|
}
|
|
|
|
// Color Dodge
|
|
float3 ColorDodge(float3 a, float3 b)
|
|
{
|
|
if (b.r < 1 && b.g < 1 && b.b < 1)
|
|
return min(1.0, a / (1.0 - b));
|
|
else
|
|
return 1.0;
|
|
}
|
|
|
|
// Linear Dodge
|
|
float3 LinearDodge(float3 a, float3 b)
|
|
{
|
|
return min(a + b, 1.0f);
|
|
}
|
|
|
|
// Addition
|
|
float3 Addition(float3 a, float3 b)
|
|
{
|
|
return min((a + b), 1);
|
|
}
|
|
|
|
// Reflect
|
|
float3 Reflect(float3 a, float3 b)
|
|
{
|
|
if (b.r >= 0.999999 || b.g >= 0.999999 || b.b >= 0.999999)
|
|
return b;
|
|
else
|
|
return saturate(a * a / (1.0f - b));
|
|
}
|
|
|
|
// Glow
|
|
float3 Glow(float3 a, float3 b)
|
|
{
|
|
return Reflect(b, a);
|
|
}
|
|
|
|
// Overlay
|
|
float3 Overlay(float3 a, float3 b)
|
|
{
|
|
return lerp(2 * a * b, 1.0 - 2 * (1.0 - a) * (1.0 - b), step(0.5, a));
|
|
}
|
|
|
|
// Soft Light
|
|
float3 SoftLight(float3 a, float3 b)
|
|
{
|
|
if (b.r <= 0.5 && b.g <= 0.5 && b.b <= 0.5)
|
|
return clamp(a - (1.0 - 2 * b) * a * (1 - a), 0,1);
|
|
else
|
|
return clamp(a + (2 * b - 1.0) * (Aux(a) - a), 0, 1);
|
|
}
|
|
|
|
// Hard Light
|
|
float3 HardLight(float3 a, float3 b)
|
|
{
|
|
return lerp(2 * a * b, 1.0 - 2 * (1.0 - b) * (1.0 - a), step(0.5, b));
|
|
}
|
|
|
|
// Vivid Light
|
|
float3 VividLight(float3 a, float3 b)
|
|
{
|
|
return lerp(2 * a * b, b / (2 * (1.01 - a)), step(0.50, a));
|
|
}
|
|
|
|
// Linear Light
|
|
float3 LinearLight(float3 a, float3 b)
|
|
{
|
|
if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
|
|
return LinearBurn(a, (2.0 * b));
|
|
else
|
|
return LinearDodge(a, (2.0 * (b - 0.5)));
|
|
}
|
|
|
|
// Pin Light
|
|
float3 PinLight(float3 a, float3 b)
|
|
{
|
|
if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
|
|
return Darken(a, (2.0 * b));
|
|
else
|
|
return Lighten(a, (2.0 * (b - 0.5)));
|
|
}
|
|
|
|
// Hard Mix
|
|
float3 HardMix(float3 a, float3 b)
|
|
{
|
|
const float3 vl = VividLight(a, b);
|
|
if (vl.r < 0.5 || vl.g < 0.5 || vl.b < 0.5)
|
|
return 0.0;
|
|
else
|
|
return 1.0;
|
|
}
|
|
|
|
// Difference
|
|
float3 Difference(float3 a, float3 b)
|
|
{
|
|
return max(a - b, b - a);
|
|
}
|
|
|
|
// Exclusion
|
|
float3 Exclusion(float3 a, float3 b)
|
|
{
|
|
return a + b - 2 * a * b;
|
|
}
|
|
|
|
// Subtract
|
|
float3 Subtract(float3 a, float3 b)
|
|
{
|
|
return max((a - b), 0);
|
|
}
|
|
|
|
// Divide
|
|
float3 Divide(float3 a, float3 b)
|
|
{
|
|
return (saturate(a / (b + 0.01)));
|
|
}
|
|
|
|
// Divide (Alternative)
|
|
float3 DivideAlt(float3 a, float3 b)
|
|
{
|
|
return (saturate(1.0 / (a / b)));
|
|
}
|
|
|
|
// Divide (Photoshop)
|
|
float3 DividePS(float3 a, float3 b)
|
|
{
|
|
return (saturate(a / b));
|
|
}
|
|
|
|
// Grain Merge
|
|
float3 GrainMerge(float3 a, float3 b)
|
|
{
|
|
return saturate(b + a - 0.5);
|
|
}
|
|
|
|
// Grain Extract
|
|
float3 GrainExtract(float3 a, float3 b)
|
|
{
|
|
return saturate(a - b + 0.5);
|
|
}
|
|
|
|
// Hue
|
|
float3 Hue(float3 a, float3 b)
|
|
{
|
|
return SetLum(SetSat(b, Sat(a)), Lum(a));
|
|
}
|
|
|
|
// Saturation
|
|
float3 Saturation(float3 a, float3 b)
|
|
{
|
|
return SetLum(SetSat(a, Sat(b)), Lum(a));
|
|
}
|
|
|
|
// Color
|
|
float3 ColorB(float3 a, float3 b)
|
|
{
|
|
return SetLum(b, Lum(a));
|
|
}
|
|
|
|
// Luminousity
|
|
float3 Luminosity(float3 a, float3 b)
|
|
{
|
|
return SetLum(a, Lum(b));
|
|
}
|
|
|
|
|
|
// -------------------------------------
|
|
// Output Functions
|
|
// -------------------------------------
|
|
|
|
float3 Blend(int mode, float3 input, float3 output, float blending)
|
|
{
|
|
switch (mode)
|
|
{
|
|
// Normal
|
|
default:
|
|
return lerp(input.rgb, output.rgb, blending);
|
|
// Darken
|
|
case 1:
|
|
return lerp(input.rgb, Darken(input.rgb, output.rgb), blending);
|
|
// Multiply
|
|
case 2:
|
|
return lerp(input.rgb, Multiply(input.rgb, output.rgb), blending);
|
|
// Color Burn
|
|
case 3:
|
|
return lerp(input.rgb, ColorBurn(input.rgb, output.rgb), blending);
|
|
// Linear Burn
|
|
case 4:
|
|
return lerp(input.rgb, LinearBurn(input.rgb, output.rgb), blending);
|
|
// Lighten
|
|
case 5:
|
|
return lerp(input.rgb, Lighten(input.rgb, output.rgb), blending);
|
|
// Screen
|
|
case 6:
|
|
return lerp(input.rgb, Screen(input.rgb, output.rgb), blending);
|
|
// Color Dodge
|
|
case 7:
|
|
return lerp(input.rgb, ColorDodge(input.rgb, output.rgb), blending);
|
|
// Linear Dodge
|
|
case 8:
|
|
return lerp(input.rgb, LinearDodge(input.rgb, output.rgb), blending);
|
|
// Addition
|
|
case 9:
|
|
return lerp(input.rgb, Addition(input.rgb, output.rgb), blending);
|
|
// Glow
|
|
case 10:
|
|
return lerp(input.rgb, Glow(input.rgb, output.rgb), blending);
|
|
// Overlay
|
|
case 11:
|
|
return lerp(input.rgb, Overlay(input.rgb, output.rgb), blending);
|
|
// Soft Light
|
|
case 12:
|
|
return lerp(input.rgb, SoftLight(input.rgb, output.rgb), blending);
|
|
// Hard Light
|
|
case 13:
|
|
return lerp(input.rgb, HardLight(input.rgb, output.rgb), blending);
|
|
// Vivid Light
|
|
case 14:
|
|
return lerp(input.rgb, VividLight(input.rgb, output.rgb), blending);
|
|
// Linear Light
|
|
case 15:
|
|
return lerp(input.rgb, LinearLight(input.rgb, output.rgb), blending);
|
|
// Pin Light
|
|
case 16:
|
|
return lerp(input.rgb, PinLight(input.rgb, output.rgb), blending);
|
|
// Hard Mix
|
|
case 17:
|
|
return lerp(input.rgb, HardMix(input.rgb, output.rgb), blending);
|
|
// Difference
|
|
case 18:
|
|
return lerp(input.rgb, Difference(input.rgb, output.rgb), blending);
|
|
// Exclusion
|
|
case 19:
|
|
return lerp(input.rgb, Exclusion(input.rgb, output.rgb), blending);
|
|
// Subtract
|
|
case 20:
|
|
return lerp(input.rgb, Subtract(input.rgb, output.rgb), blending);
|
|
// Divide
|
|
case 21:
|
|
return lerp(input.rgb, Divide(input.rgb, output.rgb), blending);
|
|
// Divide (Alternative)
|
|
case 22:
|
|
return lerp(input.rgb, DivideAlt(input.rgb, output.rgb), blending);
|
|
// Divide (Photoshop)
|
|
case 23:
|
|
return lerp(input.rgb, DividePS(input.rgb, output.rgb), blending);
|
|
// Reflect
|
|
case 24:
|
|
return lerp(input.rgb, Reflect(input.rgb, output.rgb), blending);
|
|
// Grain Merge
|
|
case 25:
|
|
return lerp(input.rgb, GrainMerge(input.rgb, output.rgb), blending);
|
|
// Grain Extract
|
|
case 26:
|
|
return lerp(input.rgb, GrainExtract(input.rgb, output.rgb), blending);
|
|
// Hue
|
|
case 27:
|
|
return lerp(input.rgb, Hue(input.rgb, output.rgb), blending);
|
|
// Saturation
|
|
case 28:
|
|
return lerp(input.rgb, Saturation(input.rgb, output.rgb), blending);
|
|
// Color
|
|
case 29:
|
|
return lerp(input.rgb, ColorB(input.rgb, output.rgb), blending);
|
|
// Luminosity
|
|
case 30:
|
|
return lerp(input.rgb, Luminosity(input.rgb, output.rgb), blending);
|
|
}
|
|
}
|
|
}
|
|
}
|