Blend Modes provider. All discriptions from Substance Desinger - Blending modes description.
Members
number
# inner gln_BLENDMODES
Enum for gl-Noise Blend Modes.
Properties:
Name | Type | Description |
---|---|---|
gln_COPY |
number | The Copy blending mode will just place the foreground on top of the background. |
gln_ADD |
number | The Add blending mode will add the foreground input value to each corresponding pixel in the background. |
gln_SUBSTRACT |
number | The Substract blending mode will substract the foreground input value from each corresponding pixel in the background. |
gln_MULTIPLY |
number | The Multiply blending mode will multiply the background input value by each corresponding pixel in the foreground. |
gln_ADDSUB |
number | The Add Sub blending mode works as
following:
|
gln_LIGHTEN |
number | The Lighten (Max) Blending mode will pick the higher value between the background and the foreground. |
gln_DARKEN |
number | The Darken (Min) Blending mode will pick the lower value between the background and the foreground. |
gln_DIVIDE |
number | The Divide blending mode will divide the background input pixels value by each corresponding pixel in the foreground. |
gln_OVERLAY |
number | The Overlay blending mode combines
Multiply and Screen blend modes:
|
gln_SCREEN |
number | With Screen blend mode the values of the pixels in the two inputs are inverted, multiplied, and then inverted again.The result is the opposite effect to multiply and is always equal or higher (brighter) compared to the original. |
gln_SOFTLIGHT |
number | The Soft Light blend mode creates a subtle lighter or darker result depending on the brightness of the foreground color. Blend colors that are more than 50% brightness will lighten the background pixels and colors that are less than 50% brightness will darken the background pixels. |
Methods
# inner gln_blend(f, b, type) → {vec4}
Blends a Color with another.
Parameters:
Name | Type | Description |
---|---|---|
f |
vec4 | Foreground |
b |
vec4 | Background |
type |
gln_BLENDMODES | Blend mode |
Mapped Value
vec4
Example
vec4 logo = texture2D(uLogo, uv);
vec4 rect = texture2D(uRect, uv);
vec4 final = gln_blend(logo, rect, gln_COPY);