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Merge pull request #545 from paddy-exe/additional-blend-modes
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Add additional blending modes
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RodZill4 authored Dec 19, 2022
2 parents 0034e3e + 88d3c2d commit 1b75a87
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6 changes: 5 additions & 1 deletion addons/material_maker/nodes/blend.mmg
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Expand Up @@ -12,7 +12,7 @@
"seed_locked": false,
"shader_model": {
"code": "vec4 $(name_uv)_s1 = $s1($uv);\nvec4 $(name_uv)_s2 = $s2($uv);\nfloat $(name_uv)_a = $amount*$a($uv);\n",
"global": "vec3 blend_normal(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*c1 + (1.0-opacity)*c2;\n}\n\nvec3 blend_dissolve(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\tif (rand(uv) < opacity) {\n\t\treturn c1;\n\t} else {\n\t\treturn c2;\n\t}\n}\n\nvec3 blend_multiply(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*c1*c2 + (1.0-opacity)*c2;\n}\n\nvec3 blend_screen(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*(1.0-(1.0-c1)*(1.0-c2)) + (1.0-opacity)*c2;\n}\n\nfloat blend_overlay_f(float c1, float c2) {\n\treturn (c1 < 0.5) ? (2.0*c1*c2) : (1.0-2.0*(1.0-c1)*(1.0-c2));\n}\n\nvec3 blend_overlay(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_overlay_f(c1.x, c2.x), blend_overlay_f(c1.y, c2.y), blend_overlay_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nvec3 blend_hard_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*0.5*(c1*c2+blend_overlay(uv, c1, c2, 1.0)) + (1.0-opacity)*c2;\n}\n\nfloat blend_soft_light_f(float c1, float c2) {\n\treturn (c2 < 0.5) ? (2.0*c1*c2+c1*c1*(1.0-2.0*c2)) : 2.0*c1*(1.0-c2)+sqrt(c1)*(2.0*c2-1.0);\n}\n\nvec3 blend_soft_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_soft_light_f(c1.x, c2.x), blend_soft_light_f(c1.y, c2.y), blend_soft_light_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nfloat blend_burn_f(float c1, float c2) {\n\treturn (c1==0.0)?c1:max((1.0-((1.0-c2)/c1)),0.0);\n}\n\nvec3 blend_burn(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_burn_f(c1.x, c2.x), blend_burn_f(c1.y, c2.y), blend_burn_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nfloat blend_dodge_f(float c1, float c2) {\n\treturn (c1==1.0)?c1:min(c2/(1.0-c1),1.0);\n}\n\nvec3 blend_dodge(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_dodge_f(c1.x, c2.x), blend_dodge_f(c1.y, c2.y), blend_dodge_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nvec3 blend_lighten(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*max(c1, c2) + (1.0-opacity)*c2;\n}\n\nvec3 blend_darken(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*min(c1, c2) + (1.0-opacity)*c2;\n}\n\nvec3 blend_difference(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*clamp(c2-c1, vec3(0.0), vec3(1.0)) + (1.0-opacity)*c2;\n}\n\nvec3 blend_additive(vec2 uv, vec3 c1, vec3 c2, float oppacity) {\n\treturn c2 + c1 * oppacity;\n}\n\nvec3 blend_addsub(vec2 uv, vec3 c1, vec3 c2, float oppacity) {\n\treturn c2 + (c1 - .5) * 2.0 * oppacity;\n}",
"global": "vec3 blend_normal(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*c1 + (1.0-opacity)*c2;\n}\n\nvec3 blend_dissolve(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\tif (rand(uv) < opacity) {\n\t\treturn c1;\n\t} else {\n\t\treturn c2;\n\t}\n}\n\nvec3 blend_multiply(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*c1*c2 + (1.0-opacity)*c2;\n}\n\nvec3 blend_screen(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*(1.0-(1.0-c1)*(1.0-c2)) + (1.0-opacity)*c2;\n}\n\nfloat blend_overlay_f(float c1, float c2) {\n\treturn (c1 < 0.5) ? (2.0*c1*c2) : (1.0-2.0*(1.0-c1)*(1.0-c2));\n}\n\nvec3 blend_overlay(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_overlay_f(c1.x, c2.x), blend_overlay_f(c1.y, c2.y), blend_overlay_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nvec3 blend_hard_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*0.5*(c1*c2+blend_overlay(uv, c1, c2, 1.0)) + (1.0-opacity)*c2;\n}\n\nfloat blend_soft_light_f(float c1, float c2) {\n\treturn (c2 < 0.5) ? (2.0*c1*c2+c1*c1*(1.0-2.0*c2)) : 2.0*c1*(1.0-c2)+sqrt(c1)*(2.0*c2-1.0);\n}\n\nvec3 blend_soft_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_soft_light_f(c1.x, c2.x), blend_soft_light_f(c1.y, c2.y), blend_soft_light_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nfloat blend_linear_light_f(float c1, float c2) {\n\treturn (c1 + 2.0 * c2) - 1.0;\n}\n\nvec3 blend_linear_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {\nreturn opacity*vec3(blend_linear_light_f(c1.x, c2.x), blend_linear_light_f(c1.y, c2.y), blend_linear_light_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nfloat blend_vivid_light_f(float c1, float c2) {\n\treturn (c1 < 0.5) ? 1.0 - (1.0 - c2) / (2.0 * c1) : c2 / (2.0 * (1.0 - c1));\n}\n\nvec3 blend_vivid_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_vivid_light_f(c1.x, c2.x), blend_vivid_light_f(c1.y, c2.y), blend_vivid_light_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nfloat blend_pin_light_f( float c1, float c2) {\n\treturn (2.0 * c1 - 1.0 > c2) ? 2.0 * c1 - 1.0 : ((c1 < 0.5 * c2) ? 2.0 * c1 : c2);\n}\n\nvec3 blend_pin_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_pin_light_f(c1.x, c2.x), blend_pin_light_f(c1.y, c2.y), blend_pin_light_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nfloat blend_burn_f(float c1, float c2) {\n\treturn (c1==0.0)?c1:max((1.0-((1.0-c2)/c1)),0.0);\n}\n\nvec3 blend_burn(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_burn_f(c1.x, c2.x), blend_burn_f(c1.y, c2.y), blend_burn_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nfloat blend_dodge_f(float c1, float c2) {\n\treturn (c1==1.0)?c1:min(c2/(1.0-c1),1.0);\n}\n\nvec3 blend_dodge(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_dodge_f(c1.x, c2.x), blend_dodge_f(c1.y, c2.y), blend_dodge_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nvec3 blend_lighten(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*max(c1, c2) + (1.0-opacity)*c2;\n}\n\nvec3 blend_darken(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*min(c1, c2) + (1.0-opacity)*c2;\n}\n\nvec3 blend_difference(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*clamp(c2-c1, vec3(0.0), vec3(1.0)) + (1.0-opacity)*c2;\n}\n\nvec3 blend_additive(vec2 uv, vec3 c1, vec3 c2, float oppacity) {\n\treturn c2 + c1 * oppacity;\n}\n\nvec3 blend_addsub(vec2 uv, vec3 c1, vec3 c2, float oppacity) {\n\treturn c2 + (c1 - .5) * 2.0 * oppacity;\n}\n\nfloat blend_hard_mix_f(float c1, float c2) {\n\treturn floor(c1 + c2);\n}\n\nvec3 blend_hard_mix(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\t return opacity*vec3(blend_hard_mix_f(c1.x, c2.x), blend_hard_mix_f(c1.y, c2.y), blend_hard_mix_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}\n\nfloat blend_exclusion_f(float c1, float c2) {\n\treturn c1 + c2 - 2.0 * c1 * c2;\n}\n\nvec3 blend_exclusion(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*vec3(blend_exclusion_f(c1.x, c2.x), blend_exclusion_f(c1.y, c2.y), blend_exclusion_f(c1.z, c2.z)) + (1.0-opacity)*c2;\n}",
"inputs": [
{
"default": "vec4($uv.x, 1.0, 1.0, 1.0)",
Expand Down Expand Up @@ -87,6 +87,10 @@
"name": "Soft Light",
"value": "soft_light"
},
{
"name": "Linear Light",
"value": "linear_light"
},
{
"name": "Burn",
"value": "burn"
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4 changes: 2 additions & 2 deletions material_maker/doc/node_filter_blend.rst
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Expand Up @@ -33,8 +33,8 @@ Parameters
The **Blend** node has two or more parameters:

* The *blend mode*, that can be one of the following: *Normal*, *Dissolve*, *Multiply*, *Screen*,
*Overlay*, *Hard Light*, *Soft Light*, *Burn*, *Dodge*, *Lighten*, *Darken*, *Difference*,
*Additive*, *AddSub*.
*Overlay*, *Hard Light*, *Soft Light*, *Linear Light*, *Vivid Light*, *Pin Light*, *Burn*, *Dodge*,
*Lighten*, *Darken*, *Difference*, *Additive*, *AddSub*, *Hard Mix*, *Exclusion*.

* The *opacity* used when mixing the result of the blend operation with the background input
when the corresponding input is not connected. When connected, the opacity channel is
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