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)); } }