VisualShaderNodeColorOp.xml 3.1 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" version="4.0">
  3. <brief_description>
  4. A [Color] operator to be used within the visual shader graph.
  5. </brief_description>
  6. <description>
  7. Applies [member operator] to two color inputs.
  8. </description>
  9. <tutorials>
  10. </tutorials>
  11. <members>
  12. <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
  13. An operator to be applied to the inputs. See [enum Operator] for options.
  14. </member>
  15. </members>
  16. <constants>
  17. <constant name="OP_SCREEN" value="0" enum="Operator">
  18. Produce a screen effect with the following formula:
  19. [codeblock]
  20. result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
  21. [/codeblock]
  22. </constant>
  23. <constant name="OP_DIFFERENCE" value="1" enum="Operator">
  24. Produce a difference effect with the following formula:
  25. [codeblock]
  26. result = abs(a - b);
  27. [/codeblock]
  28. </constant>
  29. <constant name="OP_DARKEN" value="2" enum="Operator">
  30. Produce a darken effect with the following formula:
  31. [codeblock]
  32. result = min(a, b);
  33. [/codeblock]
  34. </constant>
  35. <constant name="OP_LIGHTEN" value="3" enum="Operator">
  36. Produce a lighten effect with the following formula:
  37. [codeblock]
  38. result = max(a, b);
  39. [/codeblock]
  40. </constant>
  41. <constant name="OP_OVERLAY" value="4" enum="Operator">
  42. Produce an overlay effect with the following formula:
  43. [codeblock]
  44. for (int i = 0; i &lt; 3; i++) {
  45. float base = a[i];
  46. float blend = b[i];
  47. if (base &lt; 0.5) {
  48. result[i] = 2.0 * base * blend;
  49. } else {
  50. result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
  51. }
  52. }
  53. [/codeblock]
  54. </constant>
  55. <constant name="OP_DODGE" value="5" enum="Operator">
  56. Produce a dodge effect with the following formula:
  57. [codeblock]
  58. result = a / (vec3(1.0) - b);
  59. [/codeblock]
  60. </constant>
  61. <constant name="OP_BURN" value="6" enum="Operator">
  62. Produce a burn effect with the following formula:
  63. [codeblock]
  64. result = vec3(1.0) - (vec3(1.0) - a) / b;
  65. [/codeblock]
  66. </constant>
  67. <constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
  68. Produce a soft light effect with the following formula:
  69. [codeblock]
  70. for (int i = 0; i &lt; 3; i++) {
  71. float base = a[i];
  72. float blend = b[i];
  73. if (base &lt; 0.5) {
  74. result[i] = base * (blend + 0.5);
  75. } else {
  76. result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
  77. }
  78. }
  79. [/codeblock]
  80. </constant>
  81. <constant name="OP_HARD_LIGHT" value="8" enum="Operator">
  82. Produce a hard light effect with the following formula:
  83. [codeblock]
  84. for (int i = 0; i &lt; 3; i++) {
  85. float base = a[i];
  86. float blend = b[i];
  87. if (base &lt; 0.5) {
  88. result[i] = base * (2.0 * blend);
  89. } else {
  90. result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
  91. }
  92. }
  93. [/codeblock]
  94. </constant>
  95. <constant name="OP_MAX" value="9" enum="Operator">
  96. Represents the size of the [enum Operator] enum.
  97. </constant>
  98. </constants>
  99. </class>