/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ color node_mix_blend(float t, color col1, color col2) { return mix(col1, col2, t); } color node_mix_add(float t, color col1, color col2) { return mix(col1, col1 + col2, t); } color node_mix_mul(float t, color col1, color col2) { return mix(col1, col1 * col2, t); } color node_mix_screen(float t, color col1, color col2) { float tm = 1.0 - t; return color(1.0) - (color(tm) + t * (color(1.0) - col2)) * (color(1.0) - col1); } color node_mix_overlay(float t, color col1, color col2) { float tm = 1.0 - t; color outcol = col1; if (outcol[0] < 0.5) outcol[0] *= tm + 2.0 * t * col2[0]; else outcol[0] = 1.0 - (tm + 2.0 * t * (1.0 - col2[0])) * (1.0 - outcol[0]); if (outcol[1] < 0.5) outcol[1] *= tm + 2.0 * t * col2[1]; else outcol[1] = 1.0 - (tm + 2.0 * t * (1.0 - col2[1])) * (1.0 - outcol[1]); if (outcol[2] < 0.5) outcol[2] *= tm + 2.0 * t * col2[2]; else outcol[2] = 1.0 - (tm + 2.0 * t * (1.0 - col2[2])) * (1.0 - outcol[2]); return outcol; } color node_mix_sub(float t, color col1, color col2) { return mix(col1, col1 - col2, t); } color node_mix_div(float t, color col1, color col2) { float tm = 1.0 - t; color outcol = col1; if (col2[0] != 0.0) outcol[0] = tm * outcol[0] + t * outcol[0] / col2[0]; if (col2[1] != 0.0) outcol[1] = tm * outcol[1] + t * outcol[1] / col2[1]; if (col2[2] != 0.0) outcol[2] = tm * outcol[2] + t * outcol[2] / col2[2]; return outcol; } color node_mix_diff(float t, color col1, color col2) { return mix(col1, abs(col1 - col2), t); } color node_mix_dark(float t, color col1, color col2) { return mix(col1, min(col1, col2), t); } color node_mix_light(float t, color col1, color col2) { return mix(col1, max(col1, col2), t); } color node_mix_dodge(float t, color col1, color col2) { color outcol = col1; if (outcol[0] != 0.0) { float tmp = 1.0 - t * col2[0]; if (tmp <= 0.0) outcol[0] = 1.0; else if ((tmp = outcol[0] / tmp) > 1.0) outcol[0] = 1.0; else outcol[0] = tmp; } if (outcol[1] != 0.0) { float tmp = 1.0 - t * col2[1]; if (tmp <= 0.0) outcol[1] = 1.0; else if ((tmp = outcol[1] / tmp) > 1.0) outcol[1] = 1.0; else outcol[1] = tmp; } if (outcol[2] != 0.0) { float tmp = 1.0 - t * col2[2]; if (tmp <= 0.0) outcol[2] = 1.0; else if ((tmp = outcol[2] / tmp) > 1.0) outcol[2] = 1.0; else outcol[2] = tmp; } return outcol; } color node_mix_burn(float t, color col1, color col2) { float tmp, tm = 1.0 - t; color outcol = col1; tmp = tm + t * col2[0]; if (tmp <= 0.0) outcol[0] = 0.0; else if ((tmp = (1.0 - (1.0 - outcol[0]) / tmp)) < 0.0) outcol[0] = 0.0; else if (tmp > 1.0) outcol[0] = 1.0; else outcol[0] = tmp; tmp = tm + t * col2[1]; if (tmp <= 0.0) outcol[1] = 0.0; else if ((tmp = (1.0 - (1.0 - outcol[1]) / tmp)) < 0.0) outcol[1] = 0.0; else if (tmp > 1.0) outcol[1] = 1.0; else outcol[1] = tmp; tmp = tm + t * col2[2]; if (tmp <= 0.0) outcol[2] = 0.0; else if ((tmp = (1.0 - (1.0 - outcol[2]) / tmp)) < 0.0) outcol[2] = 0.0; else if (tmp > 1.0) outcol[2] = 1.0; else outcol[2] = tmp; return outcol; } color node_mix_hue(float t, color col1, color col2) { color outcol = col1; color hsv2 = rgb_to_hsv(col2); if (hsv2[1] != 0.0) { color hsv = rgb_to_hsv(outcol); hsv[0] = hsv2[0]; color tmp = hsv_to_rgb(hsv); outcol = mix(outcol, tmp, t); } return outcol; } color node_mix_sat(float t, color col1, color col2) { float tm = 1.0 - t; color outcol = col1; color hsv = rgb_to_hsv(outcol); if (hsv[1] != 0.0) { color hsv2 = rgb_to_hsv(col2); hsv[1] = tm * hsv[1] + t * hsv2[1]; outcol = hsv_to_rgb(hsv); } return outcol; } color node_mix_val(float t, color col1, color col2) { float tm = 1.0 - t; color hsv = rgb_to_hsv(col1); color hsv2 = rgb_to_hsv(col2); hsv[2] = tm * hsv[2] + t * hsv2[2]; return hsv_to_rgb(hsv); } color node_mix_color(float t, color col1, color col2) { color outcol = col1; color hsv2 = rgb_to_hsv(col2); if (hsv2[1] != 0.0) { color hsv = rgb_to_hsv(outcol); hsv[0] = hsv2[0]; hsv[1] = hsv2[1]; color tmp = hsv_to_rgb(hsv); outcol = mix(outcol, tmp, t); } return outcol; } color node_mix_soft(float t, color col1, color col2) { float tm = 1.0 - t; color one = color(1.0); color scr = one - (one - col2) * (one - col1); return tm * col1 + t * ((one - col1) * col2 * col1 + col1 * scr); } color node_mix_linear(float t, color col1, color col2) { color outcol = col1; if (col2[0] > 0.5) outcol[0] = col1[0] + t * (2.0 * (col2[0] - 0.5)); else outcol[0] = col1[0] + t * (2.0 * (col2[0]) - 1.0); if (col2[1] > 0.5) outcol[1] = col1[1] + t * (2.0 * (col2[1] - 0.5)); else outcol[1] = col1[1] + t * (2.0 * (col2[1]) - 1.0); if (col2[2] > 0.5) outcol[2] = col1[2] + t * (2.0 * (col2[2] - 0.5)); else outcol[2] = col1[2] + t * (2.0 * (col2[2]) - 1.0); return outcol; } color node_mix_clamp(color col) { color outcol = col; outcol[0] = clamp(col[0], 0.0, 1.0); outcol[1] = clamp(col[1], 0.0, 1.0); outcol[2] = clamp(col[2], 0.0, 1.0); return outcol; }