Skip to content

Instantly share code, notes, and snippets.

@miketucker
Created March 6, 2015 23:19
Show Gist options
  • Save miketucker/f4783cbc125f6cc3c428 to your computer and use it in GitHub Desktop.
Save miketucker/f4783cbc125f6cc3c428 to your computer and use it in GitHub Desktop.

Revisions

  1. miketucker created this gist Mar 6, 2015.
    260 changes: 260 additions & 0 deletions PhotoshopBlendModes
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,260 @@
    /*
    ** Copyright (c) 2012, Romain Dura [email protected]
    **
    ** Permission to use, copy, modify, and/or distribute this software for any
    ** purpose with or without fee is hereby granted, provided that the above
    ** copyright notice and this permission notice appear in all copies.
    **
    ** THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
    ** WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
    ** MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
    ** SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
    ** WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
    ** ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
    ** IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
    */

    /*
    ** Photoshop & misc math
    ** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
    **
    ** Romain Dura | Romz
    ** Blog: http://mouaif.wordpress.com
    ** Post: http://mouaif.wordpress.com/?p=94
    */



    /*
    ** Desaturation
    */

    vec4 Desaturate(vec3 color, float Desaturation)
    {
    vec3 grayXfer = vec3(0.3, 0.59, 0.11);
    vec3 gray = vec3(dot(grayXfer, color));
    return vec4(mix(color, gray, Desaturation), 1.0);
    }


    /*
    ** Hue, saturation, luminance
    */

    vec3 RGBToHSL(vec3 color)
    {
    vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)

    float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
    float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
    float delta = fmax - fmin; //Delta RGB value

    hsl.z = (fmax + fmin) / 2.0; // Luminance

    if (delta == 0.0) //This is a gray, no chroma...
    {
    hsl.x = 0.0; // Hue
    hsl.y = 0.0; // Saturation
    }
    else //Chromatic data...
    {
    if (hsl.z < 0.5)
    hsl.y = delta / (fmax + fmin); // Saturation
    else
    hsl.y = delta / (2.0 - fmax - fmin); // Saturation

    float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
    float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
    float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;

    if (color.r == fmax )
    hsl.x = deltaB - deltaG; // Hue
    else if (color.g == fmax)
    hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
    else if (color.b == fmax)
    hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue

    if (hsl.x < 0.0)
    hsl.x += 1.0; // Hue
    else if (hsl.x > 1.0)
    hsl.x -= 1.0; // Hue
    }

    return hsl;
    }

    float HueToRGB(float f1, float f2, float hue)
    {
    if (hue < 0.0)
    hue += 1.0;
    else if (hue > 1.0)
    hue -= 1.0;
    float res;
    if ((6.0 * hue) < 1.0)
    res = f1 + (f2 - f1) * 6.0 * hue;
    else if ((2.0 * hue) < 1.0)
    res = f2;
    else if ((3.0 * hue) < 2.0)
    res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
    else
    res = f1;
    return res;
    }

    vec3 HSLToRGB(vec3 hsl)
    {
    vec3 rgb;

    if (hsl.y == 0.0)
    rgb = vec3(hsl.z); // Luminance
    else
    {
    float f2;

    if (hsl.z < 0.5)
    f2 = hsl.z * (1.0 + hsl.y);
    else
    f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);

    float f1 = 2.0 * hsl.z - f2;

    rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
    rgb.g = HueToRGB(f1, f2, hsl.x);
    rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
    }

    return rgb;
    }


    /*
    ** Contrast, saturation, brightness
    ** Code of this function is from TGM's shader pack
    ** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
    */

    // For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
    vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
    {
    // Increase or decrease theese values to adjust r, g and b color channels seperately
    const float AvgLumR = 0.5;
    const float AvgLumG = 0.5;
    const float AvgLumB = 0.5;

    const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);

    vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
    vec3 brtColor = color * brt;
    vec3 intensity = vec3(dot(brtColor, LumCoeff));
    vec3 satColor = mix(intensity, brtColor, sat);
    vec3 conColor = mix(AvgLumin, satColor, con);
    return conColor;
    }


    /*
    ** Float blending modes
    ** Adapted from here: http://www.nathanm.com/photoshop-blending-math/
    ** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results
    */

    #define BlendLinearDodgef BlendAddf
    #define BlendLinearBurnf BlendSubstractf
    #define BlendAddf(base, blend) min(base + blend, 1.0)
    #define BlendSubstractf(base, blend) max(base + blend - 1.0, 0.0)
    #define BlendLightenf(base, blend) max(blend, base)
    #define BlendDarkenf(base, blend) min(blend, base)
    #define BlendLinearLightf(base, blend) (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5))))
    #define BlendScreenf(base, blend) (1.0 - ((1.0 - base) * (1.0 - blend)))
    #define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
    #define BlendSoftLightf(base, blend) ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend)))
    #define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
    #define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0))
    #define BlendVividLightf(base, blend) ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5))))
    #define BlendPinLightf(base, blend) ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5))))
    #define BlendHardMixf(base, blend) ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0)
    #define BlendReflectf(base, blend) ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0))


    /*
    ** Vector3 blending modes
    */

    // Component wise blending
    #define Blend(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))

    #define BlendNormal(base, blend) (blend)
    #define BlendLighten BlendLightenf
    #define BlendDarken BlendDarkenf
    #define BlendMultiply(base, blend) (base * blend)
    #define BlendAverage(base, blend) ((base + blend) / 2.0)
    #define BlendAdd(base, blend) min(base + blend, vec3(1.0))
    #define BlendSubstract(base, blend) max(base + blend - vec3(1.0), vec3(0.0))
    #define BlendDifference(base, blend) abs(base - blend)
    #define BlendNegation(base, blend) (vec3(1.0) - abs(vec3(1.0) - base - blend))
    #define BlendExclusion(base, blend) (base + blend - 2.0 * base * blend)
    #define BlendScreen(base, blend) Blend(base, blend, BlendScreenf)
    #define BlendOverlay(base, blend) Blend(base, blend, BlendOverlayf)
    #define BlendSoftLight(base, blend) Blend(base, blend, BlendSoftLightf)
    #define BlendHardLight(base, blend) BlendOverlay(blend, base)
    #define BlendColorDodge(base, blend) Blend(base, blend, BlendColorDodgef)
    #define BlendColorBurn(base, blend) Blend(base, blend, BlendColorBurnf)
    #define BlendLinearDodge BlendAdd
    #define BlendLinearBurn BlendSubstract
    // Linear Light is another contrast-increasing mode
    // If the blend color is darker than midgray, Linear Light darkens the image by decreasing the brightness. If the blend color is lighter than midgray, the result is a brighter image due to increased brightness.
    #define BlendLinearLight(base, blend) Blend(base, blend, BlendLinearLightf)
    #define BlendVividLight(base, blend) Blend(base, blend, BlendVividLightf)
    #define BlendPinLight(base, blend) Blend(base, blend, BlendPinLightf)
    #define BlendHardMix(base, blend) Blend(base, blend, BlendHardMixf)
    #define BlendReflect(base, blend) Blend(base, blend, BlendReflectf)
    #define BlendGlow(base, blend) BlendReflect(blend, base)
    #define BlendPhoenix(base, blend) (min(base, blend) - max(base, blend) + vec3(1.0))
    #define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))


    // Hue Blend mode creates the result color by combining the luminance and saturation of the base color with the hue of the blend color.
    vec3 BlendHue(vec3 base, vec3 blend)
    {
    vec3 baseHSL = RGBToHSL(base);
    return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
    }

    // Saturation Blend mode creates the result color by combining the luminance and hue of the base color with the saturation of the blend color.
    vec3 BlendSaturation(vec3 base, vec3 blend)
    {
    vec3 baseHSL = RGBToHSL(base);
    return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
    }

    // Color Mode keeps the brightness of the base color and applies both the hue and saturation of the blend color.
    vec3 BlendColor(vec3 base, vec3 blend)
    {
    vec3 blendHSL = RGBToHSL(blend);
    return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
    }

    // Luminosity Blend mode creates the result color by combining the hue and saturation of the base color with the luminance of the blend color.
    vec3 BlendLuminosity(vec3 base, vec3 blend)
    {
    vec3 baseHSL = RGBToHSL(base);
    return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
    }


    /*
    ** Gamma correction
    ** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/
    */

    #define GammaCorrection(color, gamma) pow(color, 1.0 / gamma)

    /*
    ** Levels control (input (+gamma), output)
    ** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/
    */

    #define LevelsControlInputRange(color, minInput, maxInput) min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0))
    #define LevelsControlInput(color, minInput, gamma, maxInput) GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma)
    #define LevelsControlOutputRange(color, minOutput, maxOutput) mix(vec3(minOutput), vec3(maxOutput), color)
    #define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput) LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput)