VisualShaderNodeColorOpOperatorEnum Enumeration |
[Missing <summary> documentation for "T:Godot.VisualShaderNodeColorOp.OperatorEnum"]
Namespace: Godot
public enum OperatorEnum
Member name | Value | Description | |
---|---|---|---|
Screen | 0 | Produce a screen effect with the following formula: result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b); | |
Difference | 1 | Produce a difference effect with the following formula: result = abs(a - b); | |
Darken | 2 | Produce a darken effect with the following formula: result = min(a, b); | |
Lighten | 3 | Produce a lighten effect with the following formula: result = max(a, b); | |
Overlay | 4 | Produce an overlay effect with the following formula: 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); } } | |
Dodge | 5 | Produce a dodge effect with the following formula: result = a / (vec3(1.0) - b); | |
Burn | 6 | Produce a burn effect with the following formula: result = vec3(1.0) - (vec3(1.0) - a) / b; | |
SoftLight | 7 | Produce a soft light effect with the following formula: 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)); } } | |
HardLight | 8 | Produce a hard light effect with the following formula: 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)); } } |