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) #olive name Linear Burn