/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ // Helper functions. float hardlight(float dest, float src) { if (src <= 0.5) { return dest * (2.0 * src); } else { // Note: we substitute (2*src-1) into the screen formula below. return 2.0 * dest + 2.0 * src - 1.0 - 2.0 * dest * src; } } float dodge(float dest, float src) { if (dest == 0.0) { return 0.0; } else if (src == 1.0) { return 1.0; } else { return min(1.0, dest / (1.0 - src)); } } float burn(float dest, float src) { if (dest == 1.0) { return 1.0; } else if (src == 0.0) { return 0.0; } else { return 1.0 - min(1.0, (1.0 - dest) / src); } } float darken(float dest) { if (dest <= 0.25) { return ((16.0 * dest - 12.0) * dest + 4.0) * dest; } else { return sqrt(dest); } } float softlight(float dest, float src) { if (src <= 0.5) { return dest - (1.0 - 2.0 * src) * dest * (1.0 - dest); } else { return dest + (2.0 * src - 1.0) * (darken(dest) - dest); } } float Lum(float3 c) { return dot(float3(0.3, 0.59, 0.11), c); } float3 ClipColor(float3 c) { float L = Lum(c); float n = min(min(c.r, c.g), c.b); float x = max(max(c.r, c.g), c.b); if (n < 0.0) { c = L + (((c - L) * L) / (L - n)); } if (x > 1.0) { c = L + (((c - L) * (1.0 - L)) / (x - L)); } return c; } float3 SetLum(float3 c, float L) { float d = L - Lum(c); return ClipColor(float3( c.r + d, c.g + d, c.b + d)); } float Sat(float3 c) { return max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b); } // To use this helper, re-arrange rgb such that r=min, g=mid, and b=max. float3 SetSatInner(float3 c, float s) { if (c.b > c.r) { c.g = (((c.g - c.r) * s) / (c.b - c.r)); c.b = s; } else { c.gb = float2(0.0, 0.0); } return float3(0.0, c.g, c.b); } float3 SetSat(float3 c, float s) { if (c.r <= c.g) { if (c.g <= c.b) { c.rgb = SetSatInner(c.rgb, s); } else if (c.r <= c.b) { c.rbg = SetSatInner(c.rbg, s); } else { c.brg = SetSatInner(c.brg, s); } } else if (c.r <= c.b) { c.grb = SetSatInner(c.grb, s); } else if (c.g <= c.b) { c.gbr = SetSatInner(c.gbr, s); } else { c.bgr = SetSatInner(c.bgr, s); } return c; } float3 BlendMultiply(float3 dest, float3 src) { return dest * src; } float3 BlendScreen(float3 dest, float3 src) { return dest + src - (dest * src); } float3 BlendOverlay(float3 dest, float3 src) { return float3( hardlight(src.r, dest.r), hardlight(src.g, dest.g), hardlight(src.b, dest.b)); } float3 BlendDarken(float3 dest, float3 src) { return min(dest, src); } float3 BlendLighten(float3 dest, float3 src) { return max(dest, src); } float3 BlendColorDodge(float3 dest, float3 src) { return float3( dodge(dest.r, src.r), dodge(dest.g, src.g), dodge(dest.b, src.b)); } float3 BlendColorBurn(float3 dest, float3 src) { return float3( burn(dest.r, src.r), burn(dest.g, src.g), burn(dest.b, src.b)); } float3 BlendHardLight(float3 dest, float3 src) { return float3( hardlight(dest.r, src.r), hardlight(dest.g, src.g), hardlight(dest.b, src.b)); } float3 BlendSoftLight(float3 dest, float3 src) { return float3( softlight(dest.r, src.r), softlight(dest.g, src.g), softlight(dest.b, src.b)); } float3 BlendDifference(float3 dest, float3 src) { return abs(dest - src); } float3 BlendExclusion(float3 dest, float3 src) { return dest + src - 2.0 * dest * src; } float3 BlendHue(float3 dest, float3 src) { return SetLum(SetSat(src, Sat(dest)), Lum(dest)); } float3 BlendSaturation(float3 dest, float3 src) { return SetLum(SetSat(dest, Sat(src)), Lum(dest)); } float3 BlendColor(float3 dest, float3 src) { return SetLum(src, Lum(dest)); } float3 BlendLuminosity(float3 dest, float3 src) { return SetLum(dest, Lum(src)); }