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			590 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			HLSL
		
	
			
		
		
	
	
			590 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			HLSL
		
	
/*------------------.
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| :: Description :: |
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'-------------------/
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    Blending Header (version 0.8)
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    Blending Algorithm Sources:
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    https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt
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    http://www.nathanm.com/photoshop-blending-math/
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    (Alt) https://github.com/cplotts/WPFSLBlendModeFx/blob/master/PhotoshopMathFP.hlsl
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    Header Authors: originalnicodr, prod80, uchu suzume, Marot Satil
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    About:
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    Provides a variety of blending methods for you to use as you wish. Just include this header.
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    History:
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    (*) Feature (+) Improvement (x) Bugfix (-) Information (!) Compatibility
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    Version 0.1 by Marot Satil & uchu suzume
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    * Added and improved upon multiple blending modes thanks to the work of uchu suzume, prod80, and originalnicodr.
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    Version 0.2 by uchu suzume & Marot Satil
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    * Added Addition, Subtract, Divide blending modes and improved code readability.
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    Version 0.3 by uchu suzume & Marot Satil
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    * Sorted blending modes in a more logical fashion, grouping by type.
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    Version 0.4 by uchu suzume
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    x Corrected Color Dodge blending behavior.
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    Version 0.5 by Marot Satil & uchu suzume
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    * Added preprocessor macros for uniform variable combo UI element & lerp.
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    Version 0.6 by Marot Satil & uchu suzume
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    * Added Divide (Alternative) and Divide (Photoshop) blending modes.
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    Version 0.7 by prod80
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    - Added original sources for blending algorithms.
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    x Corrected average luminosity values.
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    Version 0.8 by Marot Satil
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    * Added a new funciton to output blended data.
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    + Moved all code into the BlendingH namespace, which is part of the ComHeaders common namespace meant to be used by other headers.
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    ! Removed old preprocessor macro blending output.
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.------------------.
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| :: How To Use :: |
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'------------------/
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    Blending two variables using this header in your own shaders is very straightforward.
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    Very basic example code using the "Darken" blending mode follows:
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    // First, include the header.
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    #include "Blending.fxh"
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    // You can use this preprocessor macro to generate an attractive and functional uniform int UI combo element containing the list of blending techniques:
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    // BLENDING_COMBO(variable_name, label, tooltip, category, category_closed, spacing, default_value)
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    BLENDING_COMBO(_BlendMode, "Blending Mode", "Select the blending mode applied to the layer.", "Blending Options", false, 0, 0)
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    // Inside of your function you can call this function to apply the blending option specified by an int (variable) to your float3 (input) via
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    // a lerp between your float3 (input), float3 (output), and a float (blending) for the alpha channel.
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    // ComHeaders::Blending::Blend(int variable, float3 input, float3 output, float blending)
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    outColor.rgb = ComHeaders::Blending::Blend(_BlendMode, inColor, outColor, outColor.a);
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*/
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// -------------------------------------
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// Preprocessor Macros
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// -------------------------------------
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#undef BLENDING_COMBO
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#define BLENDING_COMBO(variable, name_label, description, group, grp_closed, space, default_value) \
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uniform int variable \
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< \
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    ui_category = group; \
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    ui_category_closed = grp_closed; \
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    ui_items = \
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           "Normal\0" \
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/* "Darken" */ \
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           "Darken\0" \
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           "  Multiply\0" \
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           "  Color Burn\0" \
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           "  Linear Burn\0" \
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/* "Lighten" */	\
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           "Lighten\0" \
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           "  Screen\0" \
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           "  Color Dodge\0" \
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           "  Linear Dodge\0" \
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           "  Addition\0" \
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           "  Glow\0" \
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/* "Contrast" */ \
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           "Overlay\0" \
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           "  Soft Light\0" \
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           "  Hard Light\0" \
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           "  Vivid Light\0" \
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           "  Linear Light\0" \
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           "  Pin Light\0" \
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           "  Hard Mix\0" \
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/* "Inversion" */ \
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           "Difference\0" \
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           "  Exclusion\0" \
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/* "Cancelation" */	\
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           "Subtract\0" \
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           "  Divide\0" \
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           "  Divide (Alternative)\0" \
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           "  Divide (Photoshop)\0" \
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           "  Reflect\0" \
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           "  Grain Extract\0" \
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           "  Grain Merge\0" \
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/* "Component" */ \
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           "Hue\0" \
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           "  Saturation\0" \
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           "  Color\0" \
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           "  Luminosity\0"; \
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    ui_label = name_label; \
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    ui_tooltip = description; \
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    ui_type = "combo"; \
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    ui_spacing = space; \
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> = default_value;
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namespace ComHeaders
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{
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    namespace Blending
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    {
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// -------------------------------------
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// Helper Functions
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// -------------------------------------
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        float3 Aux(float3 a)
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        {
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            if (a.r <= 0.25 && a.g <= 0.25 && a.b <= 0.25)
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                return ((16.0 * a - 12.0) * a + 4) * a;
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            else
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                return sqrt(a);
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        }
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        float Lum(float3 a)
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        {
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            return (0.33333 * a.r + 0.33334 * a.g + 0.33333 * a.b);
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        }
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        float3 SetLum (float3 a, float b){
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            const float c = b - Lum(a);
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            return float3(a.r + c, a.g + c, a.b + c);
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        }
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        float min3 (float a, float b, float c)
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        {
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            return min(a, (min(b, c)));
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        }
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        float max3 (float a, float b, float c)
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        {
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            return max(a, max(b, c));
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        }
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        float3 SetSat(float3 a, float b){
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            float ar = a.r;
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            float ag = a.g;
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            float ab = a.b;
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            if (ar == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
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            {
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                //caso r->max g->mid b->min
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                if (ar > ab)
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                {
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                    ag = (((ag - ab) * b) / (ar - ab));
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                    ar = b;
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                }
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                else
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                {
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                    ag = 0.0;
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                    ar = 0.0;
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                }
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                ab = 0.0;
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            }
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            else
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            {
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                if (ar == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
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                {
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                    //caso r->max b->mid g->min
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                    if (ar > ag)
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                    {
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                        ab = (((ab - ag) * b) / (ar - ag));
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                        ar = b;
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                    }
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                    else
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                    {
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                        ab = 0.0;
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                        ar = 0.0;
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                    }
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                    ag = 0.0;
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                }
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                else
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                {
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                    if (ag == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
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                    {
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                        //caso g->max r->mid b->min
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                        if (ag > ab)
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                        {
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                            ar = (((ar - ab) * b) / (ag - ab));
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                            ag = b;
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                        }
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                        else
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                        {
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                            ar = 0.0;
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                            ag = 0.0;
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                        }
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                        ab = 0.0;
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                    }
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                    else
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                    {
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                        if (ag == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
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                        {
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                            //caso g->max b->mid r->min
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                            if (ag > ar)
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                            {
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                                ab = (((ab - ar) * b) / (ag - ar));
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                                ag = b;
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                            }
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                            else
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                            {
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                                ab = 0.0;
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                                ag = 0.0;
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                            }
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                            ar = 0.0;
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                        }
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                        else
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                        {
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                            if (ab == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
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                            {
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                                //caso b->max r->mid g->min
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                                if (ab > ag)
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                                {
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                                    ar = (((ar - ag) * b) / (ab - ag));
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                                    ab = b;
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                                }
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                                else
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                                {
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                                    ar = 0.0;
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                                    ab = 0.0;
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                                }
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                                ag = 0.0;
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                            }
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                            else
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                            {
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                                if (ab == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
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                                {
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                                    //caso b->max g->mid r->min
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                                    if (ab > ar)
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                                    {
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                                        ag = (((ag - ar) * b) / (ab - ar));
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                                        ab = b;
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                                    }
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                                    else
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                                    {
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                                        ag = 0.0;
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                                        ab = 0.0;
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                                    }
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                                    ar = 0.0;
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                                }
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                            }
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                        }
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                    }
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                }
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            }
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            return float3(ar, ag, ab);
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        }
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        float Sat(float3 a)
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        {
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            return max3(a.r, a.g, a.b) - min3(a.r, a.g, a.b);
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        }
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// -------------------------------------
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// Blending Modes
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// -------------------------------------
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        // Darken
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        float3 Darken(float3 a, float3 b)
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        {
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            return min(a, b);
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        }
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        // Multiply
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        float3 Multiply(float3 a, float3 b)
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        {
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            return a * b;
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        }
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        // Color Burn
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        float3 ColorBurn(float3 a, float3 b)
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        {
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            if (b.r > 0 && b.g > 0 && b.b > 0)
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                return 1.0 - min(1.0, (0.5 - a) / b);
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            else
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                return 0.0;
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        }
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        // Linear Burn
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        float3 LinearBurn(float3 a, float3 b)
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        {
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            return max(a + b - 1.0f, 0.0f);
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        }
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        // Lighten
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        float3 Lighten(float3 a, float3 b)
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        {
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            return max(a, b);
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        }
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        // Screen
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        float3 Screen(float3 a, float3 b)
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        {
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            return 1.0 - (1.0 - a) * (1.0 - b);
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        }
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        // Color Dodge
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        float3 ColorDodge(float3 a, float3 b)
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        {
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            if (b.r < 1 && b.g < 1 && b.b < 1)
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                return min(1.0, a / (1.0 - b));
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            else
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                return 1.0;
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        }
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        // Linear Dodge
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        float3 LinearDodge(float3 a, float3 b)
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        {
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            return min(a + b, 1.0f);
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        }
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        // Addition
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        float3 Addition(float3 a, float3 b)
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        {
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            return min((a + b), 1);
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        }
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        // Reflect
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        float3 Reflect(float3 a, float3 b)
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        {
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            if (b.r >= 0.999999 || b.g >= 0.999999 || b.b >= 0.999999)
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                return b;
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            else
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                return saturate(a * a / (1.0f - b));
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        }
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        // Glow
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        float3 Glow(float3 a, float3 b)
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        {
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            return Reflect(b, a);
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        }
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        // Overlay
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        float3 Overlay(float3 a, float3 b)
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        {
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            return lerp(2 * a * b, 1.0 - 2 * (1.0 - a) * (1.0 - b), step(0.5, a));
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        }
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        // Soft Light
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        float3 SoftLight(float3 a, float3 b)
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        {
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            if (b.r <= 0.5 && b.g <= 0.5 && b.b <= 0.5)
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                return clamp(a - (1.0 - 2 * b) * a * (1 - a), 0,1);
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            else
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                return clamp(a + (2 * b - 1.0) * (Aux(a) - a), 0, 1);
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        }
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        // Hard Light
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        float3 HardLight(float3 a, float3 b)
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        {
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            return lerp(2 * a * b, 1.0 - 2 * (1.0 - b) * (1.0 - a), step(0.5, b));
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        }
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        // Vivid Light
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        float3 VividLight(float3 a, float3 b)
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        {
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            return lerp(2 * a * b, b / (2 * (1.01 - a)), step(0.50, a));
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        }
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						|
        // Linear Light
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        float3 LinearLight(float3 a, float3 b)
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        {
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            if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
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                return LinearBurn(a, (2.0 * b));
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            else
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						|
                return LinearDodge(a, (2.0 * (b - 0.5)));
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        }
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						|
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						|
        // Pin Light
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        float3 PinLight(float3 a, float3 b)
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						|
        {
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            if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
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                return Darken(a, (2.0 * b));
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						|
            else
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						|
                return Lighten(a, (2.0 * (b - 0.5)));
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						|
        }
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						|
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						|
        // Hard Mix
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						|
        float3 HardMix(float3 a, float3 b)
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						|
        {
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						|
            const float3 vl = VividLight(a, b);
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						|
            if (vl.r < 0.5 || vl.g < 0.5 || vl.b < 0.5)
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						|
                return 0.0;
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						|
            else
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						|
                return 1.0;
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						|
        }
 | 
						|
 | 
						|
        // Difference
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						|
        float3 Difference(float3 a, float3 b)
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						|
        {
 | 
						|
            return max(a - b, b - a);
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						|
        }
 | 
						|
 | 
						|
        // Exclusion
 | 
						|
        float3 Exclusion(float3 a, float3 b)
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						|
        {
 | 
						|
            return a + b - 2 * a * b;
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						|
        }
 | 
						|
 | 
						|
        // Subtract
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						|
        float3 Subtract(float3 a, float3 b)
 | 
						|
        {
 | 
						|
            return max((a - b), 0);
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						|
        }
 | 
						|
 | 
						|
        // Divide
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						|
        float3 Divide(float3 a, float3 b)
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						|
        {
 | 
						|
            return (saturate(a / (b + 0.01)));
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						|
        }
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						|
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						|
        // Divide (Alternative)
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						|
        float3 DivideAlt(float3 a, float3 b)
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						|
        {
 | 
						|
            return (saturate(1.0 / (a / b)));
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						|
        }
 | 
						|
 | 
						|
        // Divide (Photoshop)
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						|
        float3 DividePS(float3 a, float3 b)
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						|
        {
 | 
						|
            return (saturate(a / b));
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						|
        }
 | 
						|
 | 
						|
        // Grain Merge
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						|
        float3 GrainMerge(float3 a, float3 b)
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						|
        {
 | 
						|
            return saturate(b + a - 0.5);
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						|
        }
 | 
						|
 | 
						|
        // Grain Extract
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						|
        float3 GrainExtract(float3 a, float3 b)
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						|
        {
 | 
						|
            return saturate(a - b + 0.5);
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						|
        }
 | 
						|
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						|
        // Hue
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						|
        float3 Hue(float3 a, float3 b)
 | 
						|
        {
 | 
						|
            return SetLum(SetSat(b, Sat(a)), Lum(a));
 | 
						|
        }
 | 
						|
 | 
						|
        // Saturation
 | 
						|
        float3 Saturation(float3 a, float3 b)
 | 
						|
        {
 | 
						|
            return SetLum(SetSat(a, Sat(b)), Lum(a));
 | 
						|
        }
 | 
						|
 | 
						|
        // Color
 | 
						|
        float3 ColorB(float3 a, float3 b)
 | 
						|
        {
 | 
						|
            return SetLum(b, Lum(a));
 | 
						|
        }
 | 
						|
 | 
						|
        // Luminousity
 | 
						|
        float3 Luminosity(float3 a, float3 b)
 | 
						|
        {
 | 
						|
            return SetLum(a, Lum(b));
 | 
						|
        }
 | 
						|
 | 
						|
 | 
						|
// -------------------------------------
 | 
						|
// Output Functions
 | 
						|
// -------------------------------------
 | 
						|
 | 
						|
        float3 Blend(int mode, float3 input, float3 output, float blending)
 | 
						|
        {
 | 
						|
            switch (mode)
 | 
						|
            {
 | 
						|
                // Normal
 | 
						|
                default:
 | 
						|
                    return lerp(input.rgb, output.rgb, blending);
 | 
						|
                // Darken
 | 
						|
                case 1:
 | 
						|
                    return lerp(input.rgb, Darken(input.rgb, output.rgb), blending);
 | 
						|
                // Multiply
 | 
						|
                case 2:
 | 
						|
                    return lerp(input.rgb, Multiply(input.rgb, output.rgb), blending);
 | 
						|
                // Color Burn
 | 
						|
                case 3:
 | 
						|
                    return lerp(input.rgb, ColorBurn(input.rgb, output.rgb), blending);
 | 
						|
                // Linear Burn
 | 
						|
                case 4:
 | 
						|
                    return lerp(input.rgb, LinearBurn(input.rgb, output.rgb), blending);
 | 
						|
                // Lighten
 | 
						|
                case 5:
 | 
						|
                    return lerp(input.rgb, Lighten(input.rgb, output.rgb), blending);
 | 
						|
                // Screen
 | 
						|
                case 6:
 | 
						|
                    return lerp(input.rgb, Screen(input.rgb, output.rgb), blending);
 | 
						|
                // Color Dodge
 | 
						|
                case 7:
 | 
						|
                    return lerp(input.rgb, ColorDodge(input.rgb, output.rgb), blending);
 | 
						|
                // Linear Dodge
 | 
						|
                case 8:
 | 
						|
                    return lerp(input.rgb, LinearDodge(input.rgb, output.rgb), blending);
 | 
						|
                // Addition
 | 
						|
                case 9:
 | 
						|
                    return lerp(input.rgb, Addition(input.rgb, output.rgb), blending);
 | 
						|
                // Glow
 | 
						|
                case 10:
 | 
						|
                    return lerp(input.rgb, Glow(input.rgb, output.rgb), blending);
 | 
						|
                // Overlay
 | 
						|
                case 11:
 | 
						|
                    return lerp(input.rgb, Overlay(input.rgb, output.rgb), blending);
 | 
						|
                // Soft Light
 | 
						|
                case 12:
 | 
						|
                    return lerp(input.rgb, SoftLight(input.rgb, output.rgb), blending);
 | 
						|
                // Hard Light
 | 
						|
                case 13:
 | 
						|
                    return lerp(input.rgb, HardLight(input.rgb, output.rgb), blending);
 | 
						|
                // Vivid Light
 | 
						|
                case 14:
 | 
						|
                    return lerp(input.rgb, VividLight(input.rgb, output.rgb), blending);
 | 
						|
                // Linear Light
 | 
						|
                case 15:
 | 
						|
                    return lerp(input.rgb, LinearLight(input.rgb, output.rgb), blending);
 | 
						|
                // Pin Light
 | 
						|
                case 16:
 | 
						|
                    return lerp(input.rgb, PinLight(input.rgb, output.rgb), blending);
 | 
						|
                // Hard Mix
 | 
						|
                case 17:
 | 
						|
                    return lerp(input.rgb, HardMix(input.rgb, output.rgb), blending);
 | 
						|
                // Difference
 | 
						|
                case 18:
 | 
						|
                    return lerp(input.rgb, Difference(input.rgb, output.rgb), blending);
 | 
						|
                // Exclusion
 | 
						|
                case 19:
 | 
						|
                    return lerp(input.rgb, Exclusion(input.rgb, output.rgb), blending);
 | 
						|
                // Subtract
 | 
						|
                case 20:
 | 
						|
                    return lerp(input.rgb, Subtract(input.rgb, output.rgb), blending);
 | 
						|
                // Divide
 | 
						|
                case 21:
 | 
						|
                    return lerp(input.rgb, Divide(input.rgb, output.rgb), blending);
 | 
						|
                // Divide (Alternative)
 | 
						|
                case 22:
 | 
						|
                    return lerp(input.rgb, DivideAlt(input.rgb, output.rgb), blending);
 | 
						|
                // Divide (Photoshop)
 | 
						|
                case 23:
 | 
						|
                    return lerp(input.rgb, DividePS(input.rgb, output.rgb), blending);
 | 
						|
                // Reflect
 | 
						|
                case 24:
 | 
						|
                    return lerp(input.rgb, Reflect(input.rgb, output.rgb), blending);
 | 
						|
                // Grain Merge
 | 
						|
                case 25:
 | 
						|
                    return lerp(input.rgb, GrainMerge(input.rgb, output.rgb), blending);
 | 
						|
                // Grain Extract
 | 
						|
                case 26:
 | 
						|
                    return lerp(input.rgb, GrainExtract(input.rgb, output.rgb), blending);
 | 
						|
                // Hue
 | 
						|
                case 27:
 | 
						|
                    return lerp(input.rgb, Hue(input.rgb, output.rgb), blending);
 | 
						|
                // Saturation
 | 
						|
                case 28:
 | 
						|
                    return lerp(input.rgb, Saturation(input.rgb, output.rgb), blending);
 | 
						|
                // Color
 | 
						|
                case 29:
 | 
						|
                    return lerp(input.rgb, ColorB(input.rgb, output.rgb), blending);
 | 
						|
                // Luminosity
 | 
						|
                case 30:
 | 
						|
                    return lerp(input.rgb, Luminosity(input.rgb, output.rgb), blending);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |