- std::string get_blend_color_func()\r
- {\r
- return \r
- \r
- get_blend_glsl()\r
- \r
- +\r
- \r
- "vec3 get_blend_color(vec3 back, vec3 fore) \n"\r
- "{ \n"\r
- " switch(blend_mode) \n"\r
- " { \n"\r
- " case 0: return BlendNormal(back, fore); \n"\r
- " case 1: return BlendLighten(back, fore); \n"\r
- " case 2: return BlendDarken(back, fore); \n"\r
- " case 3: return BlendMultiply(back, fore); \n"\r
- " case 4: return BlendAverage(back, fore); \n"\r
- " case 5: return BlendAdd(back, fore); \n"\r
- " case 6: return BlendSubstract(back, fore); \n"\r
- " case 7: return BlendDifference(back, fore); \n"\r
- " case 8: return BlendNegation(back, fore); \n"\r
- " case 9: return BlendExclusion(back, fore); \n"\r
- " case 10: return BlendScreen(back, fore); \n"\r
- " case 11: return BlendOverlay(back, fore); \n"\r
- //" case 12: return BlendSoftLight(back, fore); \n"\r
- " case 13: return BlendHardLight(back, fore); \n"\r
- " case 14: return BlendColorDodge(back, fore); \n"\r
- " case 15: return BlendColorBurn(back, fore); \n"\r
- " case 16: return BlendLinearDodge(back, fore); \n"\r
- " case 17: return BlendLinearBurn(back, fore); \n"\r
- " case 18: return BlendLinearLight(back, fore); \n"\r
- " case 19: return BlendVividLight(back, fore); \n"\r
- " case 20: return BlendPinLight(back, fore); \n"\r
- " case 21: return BlendHardMix(back, fore); \n"\r
- " case 22: return BlendReflect(back, fore); \n"\r
- " case 23: return BlendGlow(back, fore); \n"\r
- " case 24: return BlendPhoenix(back, fore); \n"\r
- " case 25: return BlendHue(back, fore); \n"\r
- " case 26: return BlendSaturation(back, fore); \n"\r
- " case 27: return BlendColor(back, fore); \n"\r
- " case 28: return BlendLuminosity(back, fore); \n"\r
- " } \n"\r
- " return BlendNormal(back, fore); \n"\r
- "} \n"\r
- " \n" \r
- "vec4 blend_color(vec4 fore) \n"\r
- "{ \n"\r
- " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
- " if(levels) \n"\r
- " fore.rgb = LevelsControl(fore.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
- " if(csb) \n"\r
- " fore.rgb = ContrastSaturationBrightness(fore.rgb, brt, sat, con); \n"\r
- " fore.rgb = get_blend_color(back.bgr, fore.rgb); \n"\r
- " \n"\r
- " return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a); \n"\r
- "} \n";\r
- }\r
- \r
- std::string get_simple_blend_color_func()\r
- {\r
- return \r
-\r
- "vec4 blend_color(vec4 fore) \n"\r
- "{ \n"\r
- " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
- " return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a); \n"\r
- "} \n";\r
- }\r
+ //std::string get_blend_color_func()\r
+ //{\r
+ // return \r
+ // \r
+ // get_blend_glsl()\r
+ // \r
+ // +\r
+ // \r
+ // "vec3 get_blend_color(vec3 back, vec3 fore) \n"\r
+ // "{ \n"\r
+ // " switch(blend_mode) \n"\r
+ // " { \n"\r
+ // " case 0: return BlendNormal(back, fore); \n"\r
+ // " case 1: return BlendLighten(back, fore); \n"\r
+ // " case 2: return BlendDarken(back, fore); \n"\r
+ // " case 3: return BlendMultiply(back, fore); \n"\r
+ // " case 4: return BlendAverage(back, fore); \n"\r
+ // " case 5: return BlendAdd(back, fore); \n"\r
+ // " case 6: return BlendSubstract(back, fore); \n"\r
+ // " case 7: return BlendDifference(back, fore); \n"\r
+ // " case 8: return BlendNegation(back, fore); \n"\r
+ // " case 9: return BlendExclusion(back, fore); \n"\r
+ // " case 10: return BlendScreen(back, fore); \n"\r
+ // " case 11: return BlendOverlay(back, fore); \n"\r
+ // //" case 12: return BlendSoftLight(back, fore); \n"\r
+ // " case 13: return BlendHardLight(back, fore); \n"\r
+ // " case 14: return BlendColorDodge(back, fore); \n"\r
+ // " case 15: return BlendColorBurn(back, fore); \n"\r
+ // " case 16: return BlendLinearDodge(back, fore); \n"\r
+ // " case 17: return BlendLinearBurn(back, fore); \n"\r
+ // " case 18: return BlendLinearLight(back, fore); \n"\r
+ // " case 19: return BlendVividLight(back, fore); \n"\r
+ // " case 20: return BlendPinLight(back, fore); \n"\r
+ // " case 21: return BlendHardMix(back, fore); \n"\r
+ // " case 22: return BlendReflect(back, fore); \n"\r
+ // " case 23: return BlendGlow(back, fore); \n"\r
+ // " case 24: return BlendPhoenix(back, fore); \n"\r
+ // " case 25: return BlendHue(back, fore); \n"\r
+ // " case 26: return BlendSaturation(back, fore); \n"\r
+ // " case 27: return BlendColor(back, fore); \n"\r
+ // " case 28: return BlendLuminosity(back, fore); \n"\r
+ // " } \n"\r
+ // " return BlendNormal(back, fore); \n"\r
+ // "} \n"\r
+ // " \n" \r
+ // "vec4 blend_color(vec4 fore) \n"\r
+ // "{ \n"\r
+ // " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
+ // " if(levels) \n"\r
+ // " fore.rgb = LevelsControl(fore.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
+ // " if(csb) \n"\r
+ // " fore.rgb = ContrastSaturationBrightness(fore.rgb, brt, sat, con); \n"\r
+ // " fore.rgb = get_blend_color(back.bgr, fore.rgb); \n"\r
+ // " \n"\r
+ // " return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a); \n"\r
+ // "} \n";\r
+ //}\r
+ // \r
+ //std::string get_simple_blend_color_func()\r
+ //{\r
+ // return \r
+\r
+ // "vec4 blend_color(vec4 fore) \n"\r
+ // "{ \n"\r
+ // " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
+ // " return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a); \n"\r
+ // "} \n";\r
+ //}\r