blending modes are loaded modularly now

This commit is contained in:
itsmattkc
2019-03-10 10:10:52 +11:00
parent c056c9d803
commit a0851afc96
32 changed files with 352 additions and 15 deletions
+13
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float blendAdd(float base, float blend) {
return min(base+blend,1.0);
}
vec3 blendAdd(vec3 base, vec3 blend) {
return min(base+blend,vec3(1.0));
}
vec3 blendAdd(vec3 base, vec3 blend, float opacity) {
return (blendAdd(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendAdd)
+9
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vec3 blendAverage(vec3 base, vec3 blend) {
return (base+blend)/2.0;
}
vec3 blendAverage(vec3 base, vec3 blend, float opacity) {
return (blendAverage(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendAverage)
+13
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float blendColorBurn(float base, float blend) {
return (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0);
}
vec3 blendColorBurn(vec3 base, vec3 blend) {
return vec3(blendColorBurn(base.r,blend.r),blendColorBurn(base.g,blend.g),blendColorBurn(base.b,blend.b));
}
vec3 blendColorBurn(vec3 base, vec3 blend, float opacity) {
return (blendColorBurn(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendColorBurn)
+13
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float blendColorDodge(float base, float blend) {
return (blend==1.0)?blend:min(base/(1.0-blend),1.0);
}
vec3 blendColorDodge(vec3 base, vec3 blend) {
return vec3(blendColorDodge(base.r,blend.r),blendColorDodge(base.g,blend.g),blendColorDodge(base.b,blend.b));
}
vec3 blendColorDodge(vec3 base, vec3 blend, float opacity) {
return (blendColorDodge(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendColorDodge)
+13
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float blendDarken(float base, float blend) {
return min(blend,base);
}
vec3 blendDarken(vec3 base, vec3 blend) {
return vec3(blendDarken(base.r,blend.r),blendDarken(base.g,blend.g),blendDarken(base.b,blend.b));
}
vec3 blendDarken(vec3 base, vec3 blend, float opacity) {
return (blendDarken(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendDarken)
+9
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vec3 blendDifference(vec3 base, vec3 blend) {
return abs(base-blend);
}
vec3 blendDifference(vec3 base, vec3 blend, float opacity) {
return (blendDifference(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendDifference)
+9
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vec3 blendExclusion(vec3 base, vec3 blend) {
return base+blend-2.0*base*blend;
}
vec3 blendExclusion(vec3 base, vec3 blend, float opacity) {
return (blendExclusion(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendExclusion)
+11
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#pragma glslify: blendReflect = require(./reflect)
vec3 blendGlow(vec3 base, vec3 blend) {
return blendReflect(blend,base);
}
vec3 blendGlow(vec3 base, vec3 blend, float opacity) {
return (blendGlow(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendGlow)
+11
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#pragma glslify: blendOverlay = require(./overlay)
vec3 blendHardLight(vec3 base, vec3 blend) {
return blendOverlay(blend,base);
}
vec3 blendHardLight(vec3 base, vec3 blend, float opacity) {
return (blendHardLight(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendHardLight)
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#pragma glslify: blendVividLight = require(./vivid-light)
float blendHardMix(float base, float blend) {
return (blendVividLight(base,blend)<0.5)?0.0:1.0;
}
vec3 blendHardMix(vec3 base, vec3 blend) {
return vec3(blendHardMix(base.r,blend.r),blendHardMix(base.g,blend.g),blendHardMix(base.b,blend.b));
}
vec3 blendHardMix(vec3 base, vec3 blend, float opacity) {
return (blendHardMix(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendHardMix)
+3
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@@ -36,6 +36,7 @@
#include "io/math.h"
#include "ui/labelslider.h"
#include "ui/comboboxex.h"
#include "project/effectloaders.h"
#include "panels/project.h"
#include "debug.h"
@@ -78,9 +79,11 @@ TransformEffect::TransformEffect(Clip* c, const EffectMeta* em) : Effect(c, em)
blend_mode_box->add_combo_item(tr("Normal"), -1);
// add loaded blending modes
olive::effects_loaded.lock();
for (int i=0;i<olive::blend_modes.size();i++) {
blend_mode_box->add_combo_item(olive::blend_modes.at(i).name, i);
}
olive::effects_loaded.unlock();
// set up gizmos
top_left_gizmo = add_gizmo(GIZMO_TYPE_DOT);
+13
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float blendLighten(float base, float blend) {
return max(blend,base);
}
vec3 blendLighten(vec3 base, vec3 blend) {
return vec3(blendLighten(base.r,blend.r),blendLighten(base.g,blend.g),blendLighten(base.b,blend.b));
}
vec3 blendLighten(vec3 base, vec3 blend, float opacity) {
return (blendLighten(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendLighten)
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float blendLinearBurn(float base, float blend) {
// Note : Same implementation as BlendSubtractf
return max(base+blend-1.0,0.0);
}
vec3 blendLinearBurn(vec3 base, vec3 blend) {
// Note : Same implementation as BlendSubtract
return max(base+blend-vec3(1.0),vec3(0.0));
}
vec3 blendLinearBurn(vec3 base, vec3 blend, float opacity) {
return (blendLinearBurn(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendLinearBurn)
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float blendLinearDodge(float base, float blend) {
// Note : Same implementation as BlendAddf
return min(base+blend,1.0);
}
vec3 blendLinearDodge(vec3 base, vec3 blend) {
// Note : Same implementation as BlendAdd
return min(base+blend,vec3(1.0));
}
vec3 blendLinearDodge(vec3 base, vec3 blend, float opacity) {
return (blendLinearDodge(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendLinearDodge)
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#pragma glslify: blendLinearDodge = require(./linear-dodge)
#pragma glslify: blendLinearBurn = require(./linear-burn)
float blendLinearLight(float base, float blend) {
return blend<0.5?blendLinearBurn(base,(2.0*blend)):blendLinearDodge(base,(2.0*(blend-0.5)));
}
vec3 blendLinearLight(vec3 base, vec3 blend) {
return vec3(blendLinearLight(base.r,blend.r),blendLinearLight(base.g,blend.g),blendLinearLight(base.b,blend.b));
}
vec3 blendLinearLight(vec3 base, vec3 blend, float opacity) {
return (blendLinearLight(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendLinearLight)
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vec3 blendNegation(vec3 base, vec3 blend) {
return vec3(1.0)-abs(vec3(1.0)-base-blend);
}
vec3 blendNegation(vec3 base, vec3 blend, float opacity) {
return (blendNegation(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendNegation)
+9
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vec3 blendNormal(vec3 base, vec3 blend) {
return blend;
}
vec3 blendNormal(vec3 base, vec3 blend, float opacity) {
return (blendNormal(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendNormal)
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float blendOverlay(float base, float blend) {
return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));
}
vec3 blendOverlay(vec3 base, vec3 blend) {
return vec3(blendOverlay(base.r,blend.r),blendOverlay(base.g,blend.g),blendOverlay(base.b,blend.b));
}
vec3 blendOverlay(vec3 base, vec3 blend, float opacity) {
return (blendOverlay(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendOverlay)
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vec3 blendPhoenix(vec3 base, vec3 blend) {
return min(base,blend)-max(base,blend)+vec3(1.0);
}
vec3 blendPhoenix(vec3 base, vec3 blend, float opacity) {
return (blendPhoenix(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendPhoenix)
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#pragma glslify: blendLighten = require(./lighten)
#pragma glslify: blendDarken = require(./darken)
float blendPinLight(float base, float blend) {
return (blend<0.5)?blendDarken(base,(2.0*blend)):blendLighten(base,(2.0*(blend-0.5)));
}
vec3 blendPinLight(vec3 base, vec3 blend) {
return vec3(blendPinLight(base.r,blend.r),blendPinLight(base.g,blend.g),blendPinLight(base.b,blend.b));
}
vec3 blendPinLight(vec3 base, vec3 blend, float opacity) {
return (blendPinLight(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendPinLight)
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float blendReflect(float base, float blend) {
return (blend==1.0)?blend:min(base*base/(1.0-blend),1.0);
}
vec3 blendReflect(vec3 base, vec3 blend) {
return vec3(blendReflect(base.r,blend.r),blendReflect(base.g,blend.g),blendReflect(base.b,blend.b));
}
vec3 blendReflect(vec3 base, vec3 blend, float opacity) {
return (blendReflect(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendReflect)
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float blendScreen(float base, float blend) {
return 1.0-((1.0-base)*(1.0-blend));
}
vec3 blendScreen(vec3 base, vec3 blend) {
return vec3(blendScreen(base.r,blend.r),blendScreen(base.g,blend.g),blendScreen(base.b,blend.b));
}
vec3 blendScreen(vec3 base, vec3 blend, float opacity) {
return (blendScreen(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendScreen)
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float blendSoftLight(float base, float blend) {
return (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend));
}
vec3 blendSoftLight(vec3 base, vec3 blend) {
return vec3(blendSoftLight(base.r,blend.r),blendSoftLight(base.g,blend.g),blendSoftLight(base.b,blend.b));
}
vec3 blendSoftLight(vec3 base, vec3 blend, float opacity) {
return (blendSoftLight(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendSoftLight)
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float blendSubstract(float base, float blend) {
return max(base+blend-1.0,0.0);
}
vec3 blendSubstract(vec3 base, vec3 blend) {
return max(base+blend-vec3(1.0),vec3(0.0));
}
vec3 blendSubstract(vec3 base, vec3 blend, float opacity) {
return (blendSubstract(base, blend) * opacity + blend * (1.0 - opacity));
}
#pragma glslify: export(blendSubstract)
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float blendSubtract(float base, float blend) {
return max(base+blend-1.0,0.0);
}
vec3 blendSubtract(vec3 base, vec3 blend) {
return max(base+blend-vec3(1.0),vec3(0.0));
}
vec3 blendSubtract(vec3 base, vec3 blend, float opacity) {
return (blendSubtract(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendSubtract)
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#pragma glslify: blendColorDodge = require(./color-dodge)
#pragma glslify: blendColorBurn = require(./color-burn)
float blendVividLight(float base, float blend) {
return (blend<0.5)?blendColorBurn(base,(2.0*blend)):blendColorDodge(base,(2.0*(blend-0.5)));
}
vec3 blendVividLight(vec3 base, vec3 blend) {
return vec3(blendVividLight(base.r,blend.r),blendVividLight(base.g,blend.g),blendVividLight(base.b,blend.b));
}
vec3 blendVividLight(vec3 base, vec3 blend, float opacity) {
return (blendVividLight(base, blend) * opacity + base * (1.0 - opacity));
}
#pragma glslify: export(blendVividLight)