<?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A [Color] operator to be used within the visual shader graph. </brief_description> <description> Applies [member operator] to two color inputs. </description> <tutorials> </tutorials> <members> <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0"> An operator to be applied to the inputs. See [enum Operator] for options. </member> </members> <constants> <constant name="OP_SCREEN" value="0" enum="Operator"> Produce a screen effect with the following formula: [codeblock] result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b); [/codeblock] </constant> <constant name="OP_DIFFERENCE" value="1" enum="Operator"> Produce a difference effect with the following formula: [codeblock] result = abs(a - b); [/codeblock] </constant> <constant name="OP_DARKEN" value="2" enum="Operator"> Produce a darken effect with the following formula: [codeblock] result = min(a, b); [/codeblock] </constant> <constant name="OP_LIGHTEN" value="3" enum="Operator"> Produce a lighten effect with the following formula: [codeblock] result = max(a, b); [/codeblock] </constant> <constant name="OP_OVERLAY" value="4" enum="Operator"> Produce an overlay effect with the following formula: [codeblock] 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); } } [/codeblock] </constant> <constant name="OP_DODGE" value="5" enum="Operator"> Produce a dodge effect with the following formula: [codeblock] result = a / (vec3(1.0) - b); [/codeblock] </constant> <constant name="OP_BURN" value="6" enum="Operator"> Produce a burn effect with the following formula: [codeblock] result = vec3(1.0) - (vec3(1.0) - a) / b; [/codeblock] </constant> <constant name="OP_SOFT_LIGHT" value="7" enum="Operator"> Produce a soft light effect with the following formula: [codeblock] 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)); } } [/codeblock] </constant> <constant name="OP_HARD_LIGHT" value="8" enum="Operator"> Produce a hard light effect with the following formula: [codeblock] 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)); } } [/codeblock] </constant> <constant name="OP_MAX" value="9" enum="Operator"> Represents the size of the [enum Operator] enum. </constant> </constants> </class>