2018-07-26 09:56:21 +00:00
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<?xml version="1.0" encoding="UTF-8" ?>
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2021-04-26 11:14:51 +00:00
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<class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" version="3.4">
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2018-07-26 09:56:21 +00:00
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<brief_description>
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2020-01-23 07:31:45 +00:00
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A [Color] operator to be used within the visual shader graph.
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2018-07-26 09:56:21 +00:00
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</brief_description>
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<description>
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2020-01-23 07:31:45 +00:00
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Applies [member operator] to two color inputs.
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2018-07-26 09:56:21 +00:00
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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2019-06-29 10:38:01 +00:00
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<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
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2020-01-23 07:31:45 +00:00
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An operator to be applied to the inputs. See [enum Operator] for options.
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2018-07-26 09:56:21 +00:00
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</member>
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</members>
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<constants>
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<constant name="OP_SCREEN" value="0" enum="Operator">
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2020-01-23 07:31:45 +00:00
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Produce a screen effect with the following formula:
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[codeblock]
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result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
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[/codeblock]
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2018-07-26 09:56:21 +00:00
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</constant>
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<constant name="OP_DIFFERENCE" value="1" enum="Operator">
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2020-01-23 07:31:45 +00:00
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Produce a difference effect with the following formula:
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[codeblock]
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result = abs(a - b);
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[/codeblock]
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2018-07-26 09:56:21 +00:00
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</constant>
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<constant name="OP_DARKEN" value="2" enum="Operator">
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2020-01-23 07:31:45 +00:00
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Produce a darken effect with the following formula:
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[codeblock]
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result = min(a, b);
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[/codeblock]
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2018-07-26 09:56:21 +00:00
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</constant>
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<constant name="OP_LIGHTEN" value="3" enum="Operator">
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2020-01-23 07:31:45 +00:00
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Produce a lighten effect with the following formula:
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[codeblock]
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result = max(a, b);
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[/codeblock]
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2018-07-26 09:56:21 +00:00
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</constant>
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<constant name="OP_OVERLAY" value="4" enum="Operator">
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2020-01-23 07:31:45 +00:00
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Produce an overlay effect with the following formula:
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[codeblock]
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for (int i = 0; i < 3; i++) {
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float base = a[i];
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float blend = b[i];
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if (base < 0.5) {
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result[i] = 2.0 * base * blend;
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} else {
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result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
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}
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}
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[/codeblock]
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2018-07-26 09:56:21 +00:00
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</constant>
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<constant name="OP_DODGE" value="5" enum="Operator">
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2020-01-23 07:31:45 +00:00
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Produce a dodge effect with the following formula:
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[codeblock]
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result = a / (vec3(1.0) - b);
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[/codeblock]
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2018-07-26 09:56:21 +00:00
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</constant>
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<constant name="OP_BURN" value="6" enum="Operator">
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2020-01-23 07:31:45 +00:00
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Produce a burn effect with the following formula:
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[codeblock]
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result = vec3(1.0) - (vec3(1.0) - a) / b;
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[/codeblock]
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2018-07-26 09:56:21 +00:00
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</constant>
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<constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
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2020-01-23 07:31:45 +00:00
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Produce a soft light effect with the following formula:
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[codeblock]
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for (int i = 0; i < 3; i++) {
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float base = a[i];
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float blend = b[i];
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if (base < 0.5) {
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result[i] = base * (blend + 0.5);
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} else {
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result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
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}
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}
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[/codeblock]
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2018-07-26 09:56:21 +00:00
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</constant>
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<constant name="OP_HARD_LIGHT" value="8" enum="Operator">
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2020-01-23 07:31:45 +00:00
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Produce a hard light effect with the following formula:
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[codeblock]
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for (int i = 0; i < 3; i++) {
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float base = a[i];
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float blend = b[i];
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if (base < 0.5) {
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result[i] = base * (2.0 * blend);
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} else {
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result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
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}
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}
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[/codeblock]
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2018-07-26 09:56:21 +00:00
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</constant>
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</constants>
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</class>
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