-/*\r
-* Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>\r
-*\r
-* This file is part of CasparCG (www.casparcg.com).\r
-*\r
-* CasparCG is free software: you can redistribute it and/or modify\r
-* it under the terms of the GNU General Public License as published by\r
-* the Free Software Foundation, either version 3 of the License, or\r
-* (at your option) any later version.\r
-*\r
-* CasparCG is distributed in the hope that it will be useful,\r
-* but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-* GNU General Public License for more details.\r
-*\r
-* You should have received a copy of the GNU General Public License\r
-* along with CasparCG. If not, see <http://www.gnu.org/licenses/>.\r
-*\r
-* Author: Robert Nagy, ronag89@gmail.com\r
-*/\r
-\r
-#pragma once\r
-\r
-static std::string get_adjustement_glsl()\r
-{\r
- return \r
- "\n /* "\r
- "\n ** Contrast, saturation, brightness "\r
- "\n ** Code of this function is from TGM's shader pack "\r
- "\n ** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 "\r
- "\n */ "\r
- "\n "\r
- "\n vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) "\r
- "\n { "\r
- "\n const float AvgLumR = 0.5; "\r
- "\n const float AvgLumG = 0.5; "\r
- "\n const float AvgLumB = 0.5; "\r
- "\n "\r
- "\n const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); "\r
- "\n "\r
- "\n vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); "\r
- "\n vec3 brtColor = color * brt; "\r
- "\n vec3 intensity = vec3(dot(brtColor, LumCoeff)); "\r
- "\n vec3 satColor = mix(intensity, brtColor, sat); "\r
- "\n vec3 conColor = mix(AvgLumin, satColor, con); "\r
- "\n return conColor; "\r
- "\n } "\r
- "\n "\r
- "\n /* "\r
- "\n ** Gamma correction "\r
- "\n ** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/ "\r
- "\n */ "\r
- "\n "\r
- "\n#define GammaCorrection(color, gamma) pow(color, vec3(1.0 / gamma)) \n "\r
- "\n "\r
- "\n /* "\r
- "\n ** Levels control (input (+gamma), output) "\r
- "\n ** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/ "\r
- "\n */ "\r
- "\n "\r
- "\n#define LevelsControlInputRange(color, minInput, maxInput) min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0)) \n "\r
- "\n#define LevelsControlInput(color, minInput, gamma, maxInput) GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma) \n " \r
- "\n#define LevelsControlOutputRange(color, minOutput, maxOutput) mix(vec3(minOutput), vec3(maxOutput), color) \n "\r
- "\n#define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput) LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput) \n "\r
- ;\r
-}\r
-\r
-static std::string get_blend_glsl()\r
-{\r
- static std::string glsl = \r
- "\n /* "\r
- "\n ** Photoshop & misc math "\r
- "\n ** Blending modes, RGB/HSL/Contrast/Desaturate, levels control "\r
- "\n ** "\r
- "\n ** Romain Dura | Romz "\r
- "\n ** Blog: http://blog.mouaif.org "\r
- "\n ** Post: http://blog.mouaif.org/?p=94 "\r
- "\n */ "\r
- "\n "\r
- "\n "\r
- "\n /* "\r
- "\n ** Desaturation "\r
- "\n */ "\r
- "\n "\r
- "\n vec4 Desaturate(vec3 color, float Desaturation) "\r
- "\n { "\r
- "\n vec3 grayXfer = vec3(0.3, 0.59, 0.11); "\r
- "\n vec3 gray = vec3(dot(grayXfer, color)); "\r
- "\n return vec4(mix(color, gray, Desaturation), 1.0); "\r
- "\n } "\r
- "\n "\r
- "\n "\r
- "\n /* "\r
- "\n ** Hue, saturation, luminance "\r
- "\n */ "\r
- "\n "\r
- "\n vec3 RGBToHSL(vec3 color) "\r
- "\n { "\r
- "\n vec3 hsl; "\r
- "\n "\r
- "\n float fmin = min(min(color.r, color.g), color.b); "\r
- "\n float fmax = max(max(color.r, color.g), color.b); "\r
- "\n float delta = fmax - fmin; "\r
- "\n "\r
- "\n hsl.z = (fmax + fmin) / 2.0; "\r
- "\n "\r
- "\n if (delta == 0.0) "\r
- "\n { "\r
- "\n hsl.x = 0.0; "\r
- "\n hsl.y = 0.0; "\r
- "\n } "\r
- "\n else "\r
- "\n { "\r
- "\n if (hsl.z < 0.5) "\r
- "\n hsl.y = delta / (fmax + fmin); "\r
- "\n else "\r
- "\n hsl.y = delta / (2.0 - fmax - fmin); "\r
- "\n "\r
- "\n float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta; "\r
- "\n float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta; "\r
- "\n float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta; "\r
- "\n "\r
- "\n if (color.r == fmax ) "\r
- "\n hsl.x = deltaB - deltaG; "\r
- "\n else if (color.g == fmax) "\r
- "\n hsl.x = (1.0 / 3.0) + deltaR - deltaB; "\r
- "\n else if (color.b == fmax) "\r
- "\n hsl.x = (2.0 / 3.0) + deltaG - deltaR; "\r
- "\n "\r
- "\n if (hsl.x < 0.0) "\r
- "\n hsl.x += 1.0; "\r
- "\n else if (hsl.x > 1.0) "\r
- "\n hsl.x -= 1.0; "\r
- "\n } "\r
- "\n "\r
- "\n return hsl; "\r
- "\n } "\r
- "\n "\r
- "\n float HueToRGB(float f1, float f2, float hue) "\r
- "\n { "\r
- "\n if (hue < 0.0) "\r
- "\n hue += 1.0; "\r
- "\n else if (hue > 1.0) "\r
- "\n hue -= 1.0; "\r
- "\n float res; "\r
- "\n if ((6.0 * hue) < 1.0) "\r
- "\n res = f1 + (f2 - f1) * 6.0 * hue; "\r
- "\n else if ((2.0 * hue) < 1.0) "\r
- "\n res = f2; "\r
- "\n else if ((3.0 * hue) < 2.0) "\r
- "\n res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0; "\r
- "\n else "\r
- "\n res = f1; "\r
- "\n return res; "\r
- "\n } "\r
- "\n "\r
- "\n vec3 HSLToRGB(vec3 hsl) "\r
- "\n { "\r
- "\n vec3 rgb; "\r
- "\n "\r
- "\n if (hsl.y == 0.0) "\r
- "\n rgb = vec3(hsl.z); "\r
- "\n else "\r
- "\n { "\r
- "\n float f2; "\r
- "\n "\r
- "\n if (hsl.z < 0.5) "\r
- "\n f2 = hsl.z * (1.0 + hsl.y); "\r
- "\n else "\r
- "\n f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); "\r
- "\n "\r
- "\n float f1 = 2.0 * hsl.z - f2; "\r
- "\n "\r
- "\n rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0)); "\r
- "\n rgb.g = HueToRGB(f1, f2, hsl.x); "\r
- "\n rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0)); "\r
- "\n } "\r
- "\n "\r
- "\n return rgb; "\r
- "\n } "\r
- "\n "\r
- "\n "\r
- "\n "\r
- "\n "\r
- "\n /* "\r
- "\n ** Float blending modes "\r
- "\n ** Adapted from here: http://www.nathanm.com/photoshop-blending-math/ "\r
- "\n ** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results "\r
- "\n */ "\r
- "\n \n "\r
- "\n#define BlendLinearDodgef BlendAddf \n "\r
- "\n#define BlendLinearBurnf BlendSubstractf \n "\r
- "\n#define BlendAddf(base, blend) min(base + blend, 1.0) \n "\r
- "\n#define BlendSubstractf(base, blend) max(base + blend - 1.0, 0.0) \n "\r
- "\n#define BlendLightenf(base, blend) max(blend, base) \n "\r
- "\n#define BlendDarkenf(base, blend) min(blend, base) \n "\r
- "\n#define BlendLinearLightf(base, blend) (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5)))) \n "\r
- "\n#define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend))) \n "\r
- "\n#define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend))) \n "\r
- "\n#define BlendSoftLightf(base, blend) ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend))) \n "\r
- "\n#define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0)) \n "\r
- "\n#define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0)) \n "\r
- "\n#define BlendVividLightf(base, blend) ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5)))) \n "\r
- "\n#define BlendPinLightf(base, blend) ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5)))) \n "\r
- "\n#define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0) \n "\r
- "\n#define BlendReflectf(base, blend) ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0)) \n "\r
- "\n "\r
- "\n "\r
- "\n /* "\r
- "\n ** Vector3 blending modes "\r
- "\n */ "\r
- "\n "\r
- "\n#define Blend(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b)) \n "\r
- "\n \n "\r
- "\n#define BlendNormal(base, blend) (blend) \n "\r
- "\n#define BlendLighten BlendLightenf \n "\r
- "\n#define BlendDarken BlendDarkenf \n "\r
- "\n#define BlendMultiply(base, blend) (base * blend) \n "\r
- "\n#define BlendAverage(base, blend) ((base + blend) / 2.0) \n "\r
- "\n#define BlendAdd(base, blend) min(base + blend, vec3(1.0)) \n "\r
- "\n#define BlendSubstract(base, blend) max(base + blend - vec3(1.0), vec3(0.0)) \n "\r
- "\n#define BlendDifference(base, blend) abs(base - blend) \n "\r
- "\n#define BlendNegation(base, blend) (vec3(1.0) - abs(vec3(1.0) - base - blend)) \n "\r
- "\n#define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend) \n "\r
- "\n#define BlendScreen(base, blend) Blend(base, blend, BlendScreenf) \n "\r
- "\n#define BlendOverlay(base, blend) Blend(base, blend, BlendOverlayf) \n "\r
- "\n#define BlendSoftLight(base, blend) Blend(base, blend, BlendSoftLightf) \n "\r
- "\n#define BlendHardLight(base, blend) BlendOverlay(blend, base) \n "\r
- "\n#define BlendColorDodge(base, blend) Blend(base, blend, BlendColorDodgef) \n "\r
- "\n#define BlendColorBurn(base, blend) Blend(base, blend, BlendColorBurnf) \n "\r
- "\n#define BlendLinearDodge BlendAdd \n "\r
- "\n#define BlendLinearBurn BlendSubstract \n "\r
- "\n#define BlendLinearLight(base, blend) Blend(base, blend, BlendLinearLightf) \n "\r
- "\n#define BlendVividLight(base, blend) Blend(base, blend, BlendVividLightf) \n "\r
- "\n#define BlendPinLight(base, blend) Blend(base, blend, BlendPinLightf) \n "\r
- "\n#define BlendHardMix(base, blend) Blend(base, blend, BlendHardMixf) \n "\r
- "\n#define BlendReflect(base, blend) Blend(base, blend, BlendReflectf) \n "\r
- "\n#define BlendGlow(base, blend) BlendReflect(blend, base) \n "\r
- "\n#define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + vec3(1.0)) \n "\r
- "\n#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O)) \n "\r
- "\n "\r
- "\n "\r
- "\n vec3 BlendHue(vec3 base, vec3 blend) "\r
- "\n { "\r
- "\n vec3 baseHSL = RGBToHSL(base); "\r
- "\n return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b)); "\r
- "\n } "\r
- "\n "\r
- "\n vec3 BlendSaturation(vec3 base, vec3 blend) "\r
- "\n { "\r
- "\n vec3 baseHSL = RGBToHSL(base); "\r
- "\n return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b)); "\r
- "\n } "\r
- "\n "\r
- "\n vec3 BlendColor(vec3 base, vec3 blend) "\r
- "\n { "\r
- "\n vec3 blendHSL = RGBToHSL(blend); "\r
- "\n return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b)); "\r
- "\n } "\r
- "\n "\r
- "\n vec3 BlendLuminosity(vec3 base, vec3 blend) "\r
- "\n { "\r
- "\n vec3 baseHSL = RGBToHSL(base); "\r
- "\n return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b)); "\r
- "\n } "\r
- "\n "\r
- ;\r
- \r
- return glsl;\r
+/*
+* Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>
+*
+* This file is part of CasparCG (www.casparcg.com).
+*
+* CasparCG is free software: you can redistribute it and/or modify
+* it under the terms of the GNU General Public License as published by
+* the Free Software Foundation, either version 3 of the License, or
+* (at your option) any later version.
+*
+* CasparCG is distributed in the hope that it will be useful,
+* but WITHOUT ANY WARRANTY; without even the implied warranty of
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+* GNU General Public License for more details.
+*
+* You should have received a copy of the GNU General Public License
+* along with CasparCG. If not, see <http://www.gnu.org/licenses/>.
+*
+* Author: Robert Nagy, ronag89@gmail.com
+*/
+
+#pragma once
+
+static std::string get_adjustement_glsl()
+{
+ return
+ "\n /* "
+ "\n ** Contrast, saturation, brightness "
+ "\n ** Code of this function is from TGM's shader pack "
+ "\n ** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 "
+ "\n */ "
+ "\n "
+ "\n vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) "
+ "\n { "
+ "\n const float AvgLumR = 0.5; "
+ "\n const float AvgLumG = 0.5; "
+ "\n const float AvgLumB = 0.5; "
+ "\n "
+ "\n const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); "
+ "\n "
+ "\n vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); "
+ "\n vec3 brtColor = color * brt; "
+ "\n vec3 intensity = vec3(dot(brtColor, LumCoeff)); "
+ "\n vec3 satColor = mix(intensity, brtColor, sat); "
+ "\n vec3 conColor = mix(AvgLumin, satColor, con); "
+ "\n return conColor; "
+ "\n } "
+ "\n "
+ "\n /* "
+ "\n ** Gamma correction "
+ "\n ** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/ "
+ "\n */ "
+ "\n "
+ "\n#define GammaCorrection(color, gamma) pow(color, vec3(1.0 / gamma)) \n "
+ "\n "
+ "\n /* "
+ "\n ** Levels control (input (+gamma), output) "
+ "\n ** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/ "
+ "\n */ "
+ "\n "
+ "\n#define LevelsControlInputRange(color, minInput, maxInput) min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0)) \n "
+ "\n#define LevelsControlInput(color, minInput, gamma, maxInput) GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma) \n "
+ "\n#define LevelsControlOutputRange(color, minOutput, maxOutput) mix(vec3(minOutput), vec3(maxOutput), color) \n "
+ "\n#define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput) LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput) \n "
+ ;
+}
+
+static std::string get_blend_glsl()
+{
+ static std::string glsl =
+ "\n /* "
+ "\n ** Photoshop & misc math "
+ "\n ** Blending modes, RGB/HSL/Contrast/Desaturate, levels control "
+ "\n ** "
+ "\n ** Romain Dura | Romz "
+ "\n ** Blog: http://blog.mouaif.org "
+ "\n ** Post: http://blog.mouaif.org/?p=94 "
+ "\n */ "
+ "\n "
+ "\n "
+ "\n /* "
+ "\n ** Desaturation "
+ "\n */ "
+ "\n "
+ "\n vec4 Desaturate(vec3 color, float Desaturation) "
+ "\n { "
+ "\n vec3 grayXfer = vec3(0.3, 0.59, 0.11); "
+ "\n vec3 gray = vec3(dot(grayXfer, color)); "
+ "\n return vec4(mix(color, gray, Desaturation), 1.0); "
+ "\n } "
+ "\n "
+ "\n "
+ "\n /* "
+ "\n ** Hue, saturation, luminance "
+ "\n */ "
+ "\n "
+ "\n vec3 RGBToHSL(vec3 color) "
+ "\n { "
+ "\n vec3 hsl; "
+ "\n "
+ "\n float fmin = min(min(color.r, color.g), color.b); "
+ "\n float fmax = max(max(color.r, color.g), color.b); "
+ "\n float delta = fmax - fmin; "
+ "\n "
+ "\n hsl.z = (fmax + fmin) / 2.0; "
+ "\n "
+ "\n if (delta == 0.0) "
+ "\n { "
+ "\n hsl.x = 0.0; "
+ "\n hsl.y = 0.0; "
+ "\n } "
+ "\n else "
+ "\n { "
+ "\n if (hsl.z < 0.5) "
+ "\n hsl.y = delta / (fmax + fmin); "
+ "\n else "
+ "\n hsl.y = delta / (2.0 - fmax - fmin); "
+ "\n "
+ "\n float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta; "
+ "\n float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta; "
+ "\n float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta; "
+ "\n "
+ "\n if (color.r == fmax ) "
+ "\n hsl.x = deltaB - deltaG; "
+ "\n else if (color.g == fmax) "
+ "\n hsl.x = (1.0 / 3.0) + deltaR - deltaB; "
+ "\n else if (color.b == fmax) "
+ "\n hsl.x = (2.0 / 3.0) + deltaG - deltaR; "
+ "\n "
+ "\n if (hsl.x < 0.0) "
+ "\n hsl.x += 1.0; "
+ "\n else if (hsl.x > 1.0) "
+ "\n hsl.x -= 1.0; "
+ "\n } "
+ "\n "
+ "\n return hsl; "
+ "\n } "
+ "\n "
+ "\n float HueToRGB(float f1, float f2, float hue) "
+ "\n { "
+ "\n if (hue < 0.0) "
+ "\n hue += 1.0; "
+ "\n else if (hue > 1.0) "
+ "\n hue -= 1.0; "
+ "\n float res; "
+ "\n if ((6.0 * hue) < 1.0) "
+ "\n res = f1 + (f2 - f1) * 6.0 * hue; "
+ "\n else if ((2.0 * hue) < 1.0) "
+ "\n res = f2; "
+ "\n else if ((3.0 * hue) < 2.0) "
+ "\n res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0; "
+ "\n else "
+ "\n res = f1; "
+ "\n return res; "
+ "\n } "
+ "\n "
+ "\n vec3 HSLToRGB(vec3 hsl) "
+ "\n { "
+ "\n vec3 rgb; "
+ "\n "
+ "\n if (hsl.y == 0.0) "
+ "\n rgb = vec3(hsl.z); "
+ "\n else "
+ "\n { "
+ "\n float f2; "
+ "\n "
+ "\n if (hsl.z < 0.5) "
+ "\n f2 = hsl.z * (1.0 + hsl.y); "
+ "\n else "
+ "\n f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); "
+ "\n "
+ "\n float f1 = 2.0 * hsl.z - f2; "
+ "\n "
+ "\n rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0)); "
+ "\n rgb.g = HueToRGB(f1, f2, hsl.x); "
+ "\n rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0)); "
+ "\n } "
+ "\n "
+ "\n return rgb; "
+ "\n } "
+ "\n "
+ "\n "
+ "\n "
+ "\n "
+ "\n /* "
+ "\n ** Float blending modes "
+ "\n ** Adapted from here: http://www.nathanm.com/photoshop-blending-math/ "
+ "\n ** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results "
+ "\n */ "
+ "\n \n "
+ "\n#define BlendLinearDodgef BlendAddf \n "
+ "\n#define BlendLinearBurnf BlendSubstractf \n "
+ "\n#define BlendAddf(base, blend) min(base + blend, 1.0) \n "
+ "\n#define BlendSubstractf(base, blend) max(base + blend - 1.0, 0.0) \n "
+ "\n#define BlendLightenf(base, blend) max(blend, base) \n "
+ "\n#define BlendDarkenf(base, blend) min(blend, base) \n "
+ "\n#define BlendLinearLightf(base, blend) (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5)))) \n "
+ "\n#define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend))) \n "
+ "\n#define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend))) \n "
+ "\n#define BlendSoftLightf(base, blend) ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend))) \n "
+ "\n#define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0)) \n "
+ "\n#define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0)) \n "
+ "\n#define BlendVividLightf(base, blend) ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5)))) \n "
+ "\n#define BlendPinLightf(base, blend) ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5)))) \n "
+ "\n#define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0) \n "
+ "\n#define BlendReflectf(base, blend) ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0)) \n "
+ "\n "
+ "\n "
+ "\n /* "
+ "\n ** Vector3 blending modes "
+ "\n */ "
+ "\n "
+ "\n#define Blend(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b)) \n "
+ "\n \n "
+ "\n#define BlendNormal(base, blend) (blend) \n "
+ "\n#define BlendLighten BlendLightenf \n "
+ "\n#define BlendDarken BlendDarkenf \n "
+ "\n#define BlendMultiply(base, blend) (base * blend) \n "
+ "\n#define BlendAverage(base, blend) ((base + blend) / 2.0) \n "
+ "\n#define BlendAdd(base, blend) min(base + blend, vec3(1.0)) \n "
+ "\n#define BlendSubstract(base, blend) max(base + blend - vec3(1.0), vec3(0.0)) \n "
+ "\n#define BlendDifference(base, blend) abs(base - blend) \n "
+ "\n#define BlendNegation(base, blend) (vec3(1.0) - abs(vec3(1.0) - base - blend)) \n "
+ "\n#define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend) \n "
+ "\n#define BlendScreen(base, blend) Blend(base, blend, BlendScreenf) \n "
+ "\n#define BlendOverlay(base, blend) Blend(base, blend, BlendOverlayf) \n "
+ "\n#define BlendSoftLight(base, blend) Blend(base, blend, BlendSoftLightf) \n "
+ "\n#define BlendHardLight(base, blend) BlendOverlay(blend, base) \n "
+ "\n#define BlendColorDodge(base, blend) Blend(base, blend, BlendColorDodgef) \n "
+ "\n#define BlendColorBurn(base, blend) Blend(base, blend, BlendColorBurnf) \n "
+ "\n#define BlendLinearDodge BlendAdd \n "
+ "\n#define BlendLinearBurn BlendSubstract \n "
+ "\n#define BlendLinearLight(base, blend) Blend(base, blend, BlendLinearLightf) \n "
+ "\n#define BlendVividLight(base, blend) Blend(base, blend, BlendVividLightf) \n "
+ "\n#define BlendPinLight(base, blend) Blend(base, blend, BlendPinLightf) \n "
+ "\n#define BlendHardMix(base, blend) Blend(base, blend, BlendHardMixf) \n "
+ "\n#define BlendReflect(base, blend) Blend(base, blend, BlendReflectf) \n "
+ "\n#define BlendGlow(base, blend) BlendReflect(blend, base) \n "
+ "\n#define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + vec3(1.0)) \n "
+ "\n#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O)) \n "
+ "\n "
+ "\n "
+ "\n vec3 BlendHue(vec3 base, vec3 blend) "
+ "\n { "
+ "\n vec3 baseHSL = RGBToHSL(base); "
+ "\n return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b)); "
+ "\n } "
+ "\n "
+ "\n vec3 BlendSaturation(vec3 base, vec3 blend) "
+ "\n { "
+ "\n vec3 baseHSL = RGBToHSL(base); "
+ "\n return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b)); "
+ "\n } "
+ "\n "
+ "\n vec3 BlendColor(vec3 base, vec3 blend) "
+ "\n { "
+ "\n vec3 blendHSL = RGBToHSL(blend); "
+ "\n return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b)); "
+ "\n } "
+ "\n "
+ "\n vec3 BlendLuminosity(vec3 base, vec3 blend) "
+ "\n { "
+ "\n vec3 baseHSL = RGBToHSL(base); "
+ "\n return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b)); "
+ "\n } "
+ "\n "
+ ;
+
+ return glsl;
}
\ No newline at end of file