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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" version="3.2">
- <brief_description>
- A [Color] operator to be used within the visual shader graph.
- </brief_description>
- <description>
- Applies [member operator] to two color inputs.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <members>
- <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
- An operator to be applied to the inputs. See [enum Operator] for options.
- </member>
- </members>
- <constants>
- <constant name="OP_SCREEN" value="0" enum="Operator">
- Produce a screen effect with the following formula:
- [codeblock]
- result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
- [/codeblock]
- </constant>
- <constant name="OP_DIFFERENCE" value="1" enum="Operator">
- Produce a difference effect with the following formula:
- [codeblock]
- result = abs(a - b);
- [/codeblock]
- </constant>
- <constant name="OP_DARKEN" value="2" enum="Operator">
- Produce a darken effect with the following formula:
- [codeblock]
- result = min(a, b);
- [/codeblock]
- </constant>
- <constant name="OP_LIGHTEN" value="3" enum="Operator">
- Produce a lighten effect with the following formula:
- [codeblock]
- result = max(a, b);
- [/codeblock]
- </constant>
- <constant name="OP_OVERLAY" value="4" enum="Operator">
- Produce an overlay effect with the following formula:
- [codeblock]
- for (int i = 0; i < 3; i++) {
- float base = a[i];
- float blend = b[i];
- if (base < 0.5) {
- result[i] = 2.0 * base * blend;
- } else {
- result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
- }
- }
- [/codeblock]
- </constant>
- <constant name="OP_DODGE" value="5" enum="Operator">
- Produce a dodge effect with the following formula:
- [codeblock]
- result = a / (vec3(1.0) - b);
- [/codeblock]
- </constant>
- <constant name="OP_BURN" value="6" enum="Operator">
- Produce a burn effect with the following formula:
- [codeblock]
- result = vec3(1.0) - (vec3(1.0) - a) / b;
- [/codeblock]
- </constant>
- <constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
- Produce a soft light effect with the following formula:
- [codeblock]
- for (int i = 0; i < 3; i++) {
- float base = a[i];
- float blend = b[i];
- if (base < 0.5) {
- result[i] = base * (blend + 0.5);
- } else {
- result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
- }
- }
- [/codeblock]
- </constant>
- <constant name="OP_HARD_LIGHT" value="8" enum="Operator">
- Produce a hard light effect with the following formula:
- [codeblock]
- for (int i = 0; i < 3; i++) {
- float base = a[i];
- float blend = b[i];
- if (base < 0.5) {
- result[i] = base * (2.0 * blend);
- } else {
- result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
- }
- }
- [/codeblock]
- </constant>
- </constants>
- </class>
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