Table of Contents

Enum VisualShaderNodeColorOp.OperatorEnum

Namespace
Godot
Assembly
GodotSharp.dll
public enum VisualShaderNodeColorOp.OperatorEnum : long

Fields

Burn = 6

Produce a burn effect with the following formula:

result = vec3(1.0) - (vec3(1.0) - a) / b;
Darken = 2

Produce a darken effect with the following formula:

result = min(a, b);
Difference = 1

Produce a difference effect with the following formula:

result = abs(a - b);
Dodge = 5

Produce a dodge effect with the following formula:

result = a / (vec3(1.0) - b);
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));
      }
  }
Lighten = 3

Produce a lighten effect with the following formula:

result = max(a, b);
Max = 9

Represents the size of the VisualShaderNodeColorOp.OperatorEnum enum.

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);
      }
  }
Screen = 0

Produce a screen effect with the following formula:

result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - 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));
      }
  }