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) #olive name Linear Dodge