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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "node_color.h"
#include "node_color_blend.h"
#include "stdcycles.h"
shader node_mix_color(string blend_type = "mix",
int use_clamp = 0,
int use_clamp_result = 0,
float Factor = 0.5,
color A = 0.0,
color B = 0.0,
output color Result = 0.0)
{
float t = (use_clamp) ? clamp(Factor, 0.0, 1.0) : Factor;
if (blend_type == "mix")
Result = mix(A, B, t);
if (blend_type == "add")
Result = node_mix_add(t, A, B);
if (blend_type == "multiply")
Result = node_mix_mul(t, A, B);
if (blend_type == "screen")
Result = node_mix_screen(t, A, B);
if (blend_type == "overlay")
Result = node_mix_overlay(t, A, B);
if (blend_type == "subtract")
Result = node_mix_sub(t, A, B);
if (blend_type == "divide")
Result = node_mix_div(t, A, B);
if (blend_type == "difference")
Result = node_mix_diff(t, A, B);
if (blend_type == "darken")
Result = node_mix_dark(t, A, B);
if (blend_type == "lighten")
Result = node_mix_light(t, A, B);
if (blend_type == "dodge")
Result = node_mix_dodge(t, A, B);
if (blend_type == "burn")
Result = node_mix_burn(t, A, B);
if (blend_type == "hue")
Result = node_mix_hue(t, A, B);
if (blend_type == "saturation")
Result = node_mix_sat(t, A, B);
if (blend_type == "value")
Result = node_mix_val(t, A, B);
if (blend_type == "color")
Result = node_mix_color(t, A, B);
if (blend_type == "soft_light")
Result = node_mix_soft(t, A, B);
if (blend_type == "linear_light")
Result = node_mix_linear(t, A, B);
if (use_clamp_result)
Result = clamp(Result, 0.0, 1.0);
}
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