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https://github.com/litruv/PNGTuber-Plus.git
synced 2026-07-24 02:26:02 +10:00
added blend modes
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122
ui_scenes/selectedSprite/opacity_blend.gdshader
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122
ui_scenes/selectedSprite/opacity_blend.gdshader
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shader_type canvas_item;
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uniform float opacity : hint_range(0.0, 1.0) = 1.0;
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uniform int blend_mode : hint_range(0, 11) = 0;
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// Blend mode constants:
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// 0: Normal
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// 1: Multiply
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// 2: Screen
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// 3: Overlay
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// 4: Soft Light
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// 5: Hard Light
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// 6: Color Dodge
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// 7: Color Burn
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// 8: Darken
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// 9: Lighten
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// 10: Add (Linear Dodge)
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// 11: Subtract
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vec3 multiply_blend(vec3 base, vec3 overlay) {
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return base * overlay;
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}
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vec3 screen_blend(vec3 base, vec3 overlay) {
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return 1.0 - (1.0 - base) * (1.0 - overlay);
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}
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vec3 overlay_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = base.r < 0.5 ? 2.0 * base.r * overlay.r : 1.0 - 2.0 * (1.0 - base.r) * (1.0 - overlay.r);
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result.g = base.g < 0.5 ? 2.0 * base.g * overlay.g : 1.0 - 2.0 * (1.0 - base.g) * (1.0 - overlay.g);
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result.b = base.b < 0.5 ? 2.0 * base.b * overlay.b : 1.0 - 2.0 * (1.0 - base.b) * (1.0 - overlay.b);
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return result;
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}
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vec3 soft_light_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = overlay.r < 0.5 ? 2.0 * base.r * overlay.r + base.r * base.r * (1.0 - 2.0 * overlay.r) :
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sqrt(base.r) * (2.0 * overlay.r - 1.0) + 2.0 * base.r * (1.0 - overlay.r);
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result.g = overlay.g < 0.5 ? 2.0 * base.g * overlay.g + base.g * base.g * (1.0 - 2.0 * overlay.g) :
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sqrt(base.g) * (2.0 * overlay.g - 1.0) + 2.0 * base.g * (1.0 - overlay.g);
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result.b = overlay.b < 0.5 ? 2.0 * base.b * overlay.b + base.b * base.b * (1.0 - 2.0 * overlay.b) :
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sqrt(base.b) * (2.0 * overlay.b - 1.0) + 2.0 * base.b * (1.0 - overlay.b);
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return result;
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}
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vec3 hard_light_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = overlay.r < 0.5 ? 2.0 * base.r * overlay.r : 1.0 - 2.0 * (1.0 - base.r) * (1.0 - overlay.r);
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result.g = overlay.g < 0.5 ? 2.0 * base.g * overlay.g : 1.0 - 2.0 * (1.0 - base.g) * (1.0 - overlay.g);
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result.b = overlay.b < 0.5 ? 2.0 * base.b * overlay.b : 1.0 - 2.0 * (1.0 - base.b) * (1.0 - overlay.b);
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return result;
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}
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vec3 color_dodge_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = overlay.r >= 1.0 ? 1.0 : min(1.0, base.r / (1.0 - overlay.r));
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result.g = overlay.g >= 1.0 ? 1.0 : min(1.0, base.g / (1.0 - overlay.g));
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result.b = overlay.b >= 1.0 ? 1.0 : min(1.0, base.b / (1.0 - overlay.b));
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return result;
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}
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vec3 color_burn_blend(vec3 base, vec3 overlay) {
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vec3 result;
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result.r = overlay.r <= 0.0 ? 0.0 : max(0.0, 1.0 - (1.0 - base.r) / overlay.r);
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result.g = overlay.g <= 0.0 ? 0.0 : max(0.0, 1.0 - (1.0 - base.g) / overlay.g);
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result.b = overlay.b <= 0.0 ? 0.0 : max(0.0, 1.0 - (1.0 - base.b) / overlay.b);
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return result;
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}
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vec3 darken_blend(vec3 base, vec3 overlay) {
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return min(base, overlay);
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}
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vec3 lighten_blend(vec3 base, vec3 overlay) {
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return max(base, overlay);
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}
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vec3 add_blend(vec3 base, vec3 overlay) {
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return min(vec3(1.0), base + overlay);
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}
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vec3 subtract_blend(vec3 base, vec3 overlay) {
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return max(vec3(0.0), base - overlay);
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}
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void fragment() {
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vec4 tex_color = texture(TEXTURE, UV);
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// Apply blend mode (only to RGB, preserve alpha channel behavior)
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vec3 final_color;
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if (blend_mode == 0) { // Normal
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final_color = tex_color.rgb;
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} else if (blend_mode == 1) { // Multiply
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final_color = multiply_blend(vec3(1.0), tex_color.rgb);
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} else if (blend_mode == 2) { // Screen
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final_color = screen_blend(vec3(0.0), tex_color.rgb);
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} else if (blend_mode == 3) { // Overlay
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final_color = overlay_blend(vec3(0.5), tex_color.rgb);
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} else if (blend_mode == 4) { // Soft Light
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final_color = soft_light_blend(vec3(0.5), tex_color.rgb);
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} else if (blend_mode == 5) { // Hard Light
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final_color = hard_light_blend(vec3(0.5), tex_color.rgb);
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} else if (blend_mode == 6) { // Color Dodge
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final_color = color_dodge_blend(vec3(0.0), tex_color.rgb);
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} else if (blend_mode == 7) { // Color Burn
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final_color = color_burn_blend(vec3(1.0), tex_color.rgb);
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} else if (blend_mode == 8) { // Darken
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final_color = darken_blend(vec3(1.0), tex_color.rgb);
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} else if (blend_mode == 9) { // Lighten
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final_color = lighten_blend(vec3(0.0), tex_color.rgb);
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} else if (blend_mode == 10) { // Add (Linear Dodge)
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final_color = add_blend(vec3(0.0), tex_color.rgb);
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} else if (blend_mode == 11) { // Subtract
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final_color = subtract_blend(vec3(1.0), tex_color.rgb);
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} else {
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final_color = tex_color.rgb;
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}
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COLOR = vec4(final_color, tex_color.a * opacity);
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}
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1
ui_scenes/selectedSprite/opacity_blend.gdshader.uid
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1
ui_scenes/selectedSprite/opacity_blend.gdshader.uid
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@@ -0,0 +1 @@
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uid://dy03x5g364v80
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@@ -28,7 +28,7 @@ var imageSize = Vector2.ZERO
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@onready var wob = $WobbleOrigin
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@onready var outlineScene = preload("res://ui_scenes/selectedSprite/outline.tscn")
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@onready var opacityShader = preload("res://ui_scenes/selectedSprite/opacity.gdshader")
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@onready var opacityBlendShader = preload("res://ui_scenes/selectedSprite/opacity_blend.gdshader")
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var opacityMaterial = null
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@@ -90,6 +90,7 @@ var time = 0.0 # Time accumulator for physics calculations
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#Opacity
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var spriteOpacity = 1.0
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var affectChildrenOpacity = false
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var blendMode = 0 # Default to Normal blend mode
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#Vis toggle
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var toggle = "null"
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@@ -517,14 +518,21 @@ func updateShaderOpacity():
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var editorAlpha = sprite.modulate.a
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var finalOpacity = totalOpacity * editorAlpha
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# Always apply the opacity shader to ensure it's loaded
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# Always apply the opacity blend shader to ensure it's loaded
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if opacityMaterial == null:
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opacityMaterial = ShaderMaterial.new()
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opacityMaterial.shader = opacityShader
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opacityMaterial.shader = opacityBlendShader
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opacityMaterial.set_shader_parameter("opacity", finalOpacity)
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opacityMaterial.set_shader_parameter("blend_mode", blendMode)
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sprite.material = opacityMaterial
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## Update the blend mode and refresh the shader
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func updateBlendMode(newBlendMode: int):
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if BlendModeManager.is_valid_blend_mode(newBlendMode):
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blendMode = newBlendMode
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updateShaderOpacity() # Refresh shader with new blend mode
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func updateChildrenOpacityRecursively():
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var linkedSprites = getAllLinkedSprites()
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for child in linkedSprites:
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