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VisualShaderNodeColorOp¶
Inherits: VisualShaderNode < Resource < RefCounted < Object
A Color operator to be used within the visual shader graph.
Description¶
Applies operator to two color inputs.
Properties¶
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Enumerations¶
enum Operator:
Operator OP_SCREEN = 0
Produce a screen effect with the following formula:
result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
Operator OP_DIFFERENCE = 1
Produce a difference effect with the following formula:
result = abs(a - b);
Operator OP_DARKEN = 2
Produce a darken effect with the following formula:
result = min(a, b);
Operator OP_LIGHTEN = 3
Produce a lighten effect with the following formula:
result = max(a, b);
Operator OP_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);
}
}
Operator OP_DODGE = 5
Produce a dodge effect with the following formula:
result = a / (vec3(1.0) - b);
Operator OP_BURN = 6
Produce a burn effect with the following formula:
result = vec3(1.0) - (vec3(1.0) - a) / b;
Operator OP_SOFT_LIGHT = 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));
}
}
Operator OP_HARD_LIGHT = 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));
}
}
Operator OP_MAX = 9
Represents the size of the Operator enum.
Property Descriptions¶
Operator operator = 0
An operator to be applied to the inputs. See Operator for options.