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#ifndef POI_BLENDING
#define POI_BLENDING
/*
0: Zero float4(0.0, 0.0, 0.0, 0.0),
1: One float4(1.0, 1.0, 1.0, 1.0),
2: DstColor destinationColor,
3: SrcColor sourceColor,
4: OneMinusDstColor float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
5: SrcAlpha sourceColor.aaaa,
6: OneMinusSrcColor float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
7: DstAlpha destinationColor.aaaa,
8: OneMinusDstAlpha float4(1.0, 1.0, 1.0, 1.0) - destinationColor.,
9: SrcAlphaSaturate saturate(sourceColor.aaaa),
10: OneMinusSrcAlpha float4(1.0, 1.0, 1.0, 1.0) - sourceColor.aaaa,
*/
float4 poiBlend(const float sourceFactor, const float4 sourceColor, const float destinationFactor, const float4 destinationColor, const float4 blendFactor)
{
float4 sA = 1 - blendFactor;
const float4 blendData[11] = {
float4(0.0, 0.0, 0.0, 0.0),
float4(1.0, 1.0, 1.0, 1.0),
destinationColor,
sourceColor,
float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sA,
saturate(sourceColor.aaaa),
1 - sA,
};
return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
}
// Average
float3 blendAverage(float3 base, float3 blend)
{
return(base + blend) / 2.0;
}
// Color burn
float blendColorBurn(float base, float blend)
{
return(blend == 0.0)?blend: max((1.0 - ((1.0 - base) / blend)), 0.0);
}
float3 blendColorBurn(float3 base, float3 blend)
{
return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
}
// Color Dodge
float blendColorDodge(float base, float blend)
{
return(blend == 1.0)?blend: min(base / (1.0 - blend), 1.0);
}
float3 blendColorDodge(float3 base, float3 blend)
{
return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
}
// Darken
float blendDarken(float base, float blend)
{
return min(blend, base);
}
float3 blendDarken(float3 base, float3 blend)
{
return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
}
// Exclusion
float3 blendExclusion(float3 base, float3 blend)
{
return base + blend - 2.0 * base * blend;
}
// Reflect
float blendReflect(float base, float blend)
{
return(blend == 1.0)?blend: min(base * base / (1.0 - blend), 1.0);
}
float3 blendReflect(float3 base, float3 blend)
{
return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
}
// Glow
float3 blendGlow(float3 base, float3 blend)
{
return blendReflect(blend, base);
}
// Overlay
float blendOverlay(float base, float blend)
{
return base < 0.5?(2.0 * base * blend): (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
}
float3 blendOverlay(float3 base, float3 blend)
{
return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
}
// Hard Light
float3 blendHardLight(float3 base, float3 blend)
{
return blendOverlay(blend, base);
}
// Vivid light
float blendVividLight(float base, float blend)
{
return(blend < 0.5)?blendColorBurn(base, (2.0 * blend)): blendColorDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendVividLight(float3 base, float3 blend)
{
return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
}
// Hard mix
float blendHardMix(float base, float blend)
{
return(blendVividLight(base, blend) < 0.5)?0.0: 1.0;
}
float3 blendHardMix(float3 base, float3 blend)
{
return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
}
// Lighten
float blendLighten(float base, float blend)
{
return max(blend, base);
}
float3 blendLighten(float3 base, float3 blend)
{
return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
}
// Linear Burn
float blendLinearBurn(float base, float blend)
{
// Note : Same implementation as BlendSubtractf
return max(base + blend - 1.0, 0.0);
}
float3 blendLinearBurn(float3 base, float3 blend)
{
// Note : Same implementation as BlendSubtract
return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
}
// Linear Dodge
float blendLinearDodge(float base, float blend)
{
// Note : Same implementation as BlendAddf
return min(base + blend, 1.0);
}
float3 blendLinearDodge(float3 base, float3 blend)
{
// Note : Same implementation as BlendAdd
return min(base + blend, float3(1.0, 1.0, 1.0));
}
// Linear light
float blendLinearLight(float base, float blend)
{
return blend < 0.5?blendLinearBurn(base, (2.0 * blend)): blendLinearDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendLinearLight(float3 base, float3 blend)
{
return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
}
// Multiply
float3 blendMultiply(float3 base, float3 blend)
{
return base * blend;
}
// Negation
float3 blendNegation(float3 base, float3 blend)
{
return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
}
// Normal
float3 blendNormal(float3 base, float3 blend)
{
return blend;
}
// Phoenix
float3 blendPhoenix(float3 base, float3 blend)
{
return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
}
// Pin light
float blendPinLight(float base, float blend)
{
return(blend < 0.5)?blendDarken(base, (2.0 * blend)): blendLighten(base, (2.0 * (blend - 0.5)));
}
float3 blendPinLight(float3 base, float3 blend)
{
return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
}
// Screen
float blendScreen(float base, float blend)
{
return 1.0 - ((1.0 - base) * (1.0 - blend));
}
float3 blendScreen(float3 base, float3 blend)
{
return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
}
// Soft Light
float blendSoftLight(float base, float blend)
{
return(blend < 0.5)?(2.0 * base * blend + base * base * (1.0 - 2.0 * blend)): (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
}
float3 blendSoftLight(float3 base, float3 blend)
{
return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
}
// Subtract
float blendSubtract(float base, float blend)
{
return max(base - blend, 0.0);
}
float3 blendSubtract(float3 base, float3 blend)
{
return max(base - blend, 0.0);
}
// Difference
float blendDifference(float base, float blend)
{
return abs(base - blend);
}
float3 blendDifference(float3 base, float3 blend)
{
return abs(base - blend);
}
// Divide
float blendDivide(float base, float blend)
{
return base / max(blend, 0.0001);
}
float3 blendDivide(float3 base, float3 blend)
{
return base / max(blend, 0.0001);
}
float3 customBlend(float3 base, float3 blend, float blendType)
{
float3 ret = 0;
switch(blendType)
{
case 0:
{
ret = blendNormal(base, blend);
break;
}
case 1:
{
ret = blendDarken(base, blend);
break;
}
case 2:
{
ret = blendMultiply(base, blend);
break;
}
case 3:
{
ret = blendColorBurn(base, blend);
break;
}
case 4:
{
ret = blendLinearBurn(base, blend);
break;
}
case 5:
{
ret = blendLighten(base, blend);
break;
}
case 6:
{
ret = blendScreen(base, blend);
break;
}
case 7:
{
ret = blendColorDodge(base, blend);
break;
}
case 8:
{
ret = blendLinearDodge(base, blend);
break;
}
case 9:
{
ret = blendOverlay(base, blend);
break;
}
case 10:
{
ret = blendSoftLight(base, blend);
break;
}
case 11:
{
ret = blendHardLight(base, blend);
break;
}
case 12:
{
ret = blendVividLight(base, blend);
break;
}
case 13:
{
ret = blendLinearLight(base, blend);
break;
}
case 14:
{
ret = blendPinLight(base, blend);
break;
}
case 15:
{
ret = blendHardMix(base, blend);
break;
}
case 16:
{
ret = blendDifference(base, blend);
break;
}
case 17:
{
ret = blendExclusion(base, blend);
break;
}
case 18:
{
ret = blendSubtract(base, blend);
break;
}
case 19:
{
ret = blendDivide(base, blend);
break;
}
}
return ret;
}
#endif
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