added blend modes

This commit is contained in:
2025-07-20 22:14:42 +10:00
parent ef8ecb3732
commit 43dfc410dc
10 changed files with 242 additions and 6 deletions

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@@ -0,0 +1,122 @@
shader_type canvas_item;
uniform float opacity : hint_range(0.0, 1.0) = 1.0;
uniform int blend_mode : hint_range(0, 11) = 0;
// Blend mode constants:
// 0: Normal
// 1: Multiply
// 2: Screen
// 3: Overlay
// 4: Soft Light
// 5: Hard Light
// 6: Color Dodge
// 7: Color Burn
// 8: Darken
// 9: Lighten
// 10: Add (Linear Dodge)
// 11: Subtract
vec3 multiply_blend(vec3 base, vec3 overlay) {
return base * overlay;
}
vec3 screen_blend(vec3 base, vec3 overlay) {
return 1.0 - (1.0 - base) * (1.0 - overlay);
}
vec3 overlay_blend(vec3 base, vec3 overlay) {
vec3 result;
result.r = base.r < 0.5 ? 2.0 * base.r * overlay.r : 1.0 - 2.0 * (1.0 - base.r) * (1.0 - overlay.r);
result.g = base.g < 0.5 ? 2.0 * base.g * overlay.g : 1.0 - 2.0 * (1.0 - base.g) * (1.0 - overlay.g);
result.b = base.b < 0.5 ? 2.0 * base.b * overlay.b : 1.0 - 2.0 * (1.0 - base.b) * (1.0 - overlay.b);
return result;
}
vec3 soft_light_blend(vec3 base, vec3 overlay) {
vec3 result;
result.r = overlay.r < 0.5 ? 2.0 * base.r * overlay.r + base.r * base.r * (1.0 - 2.0 * overlay.r) :
sqrt(base.r) * (2.0 * overlay.r - 1.0) + 2.0 * base.r * (1.0 - overlay.r);
result.g = overlay.g < 0.5 ? 2.0 * base.g * overlay.g + base.g * base.g * (1.0 - 2.0 * overlay.g) :
sqrt(base.g) * (2.0 * overlay.g - 1.0) + 2.0 * base.g * (1.0 - overlay.g);
result.b = overlay.b < 0.5 ? 2.0 * base.b * overlay.b + base.b * base.b * (1.0 - 2.0 * overlay.b) :
sqrt(base.b) * (2.0 * overlay.b - 1.0) + 2.0 * base.b * (1.0 - overlay.b);
return result;
}
vec3 hard_light_blend(vec3 base, vec3 overlay) {
vec3 result;
result.r = overlay.r < 0.5 ? 2.0 * base.r * overlay.r : 1.0 - 2.0 * (1.0 - base.r) * (1.0 - overlay.r);
result.g = overlay.g < 0.5 ? 2.0 * base.g * overlay.g : 1.0 - 2.0 * (1.0 - base.g) * (1.0 - overlay.g);
result.b = overlay.b < 0.5 ? 2.0 * base.b * overlay.b : 1.0 - 2.0 * (1.0 - base.b) * (1.0 - overlay.b);
return result;
}
vec3 color_dodge_blend(vec3 base, vec3 overlay) {
vec3 result;
result.r = overlay.r >= 1.0 ? 1.0 : min(1.0, base.r / (1.0 - overlay.r));
result.g = overlay.g >= 1.0 ? 1.0 : min(1.0, base.g / (1.0 - overlay.g));
result.b = overlay.b >= 1.0 ? 1.0 : min(1.0, base.b / (1.0 - overlay.b));
return result;
}
vec3 color_burn_blend(vec3 base, vec3 overlay) {
vec3 result;
result.r = overlay.r <= 0.0 ? 0.0 : max(0.0, 1.0 - (1.0 - base.r) / overlay.r);
result.g = overlay.g <= 0.0 ? 0.0 : max(0.0, 1.0 - (1.0 - base.g) / overlay.g);
result.b = overlay.b <= 0.0 ? 0.0 : max(0.0, 1.0 - (1.0 - base.b) / overlay.b);
return result;
}
vec3 darken_blend(vec3 base, vec3 overlay) {
return min(base, overlay);
}
vec3 lighten_blend(vec3 base, vec3 overlay) {
return max(base, overlay);
}
vec3 add_blend(vec3 base, vec3 overlay) {
return min(vec3(1.0), base + overlay);
}
vec3 subtract_blend(vec3 base, vec3 overlay) {
return max(vec3(0.0), base - overlay);
}
void fragment() {
vec4 tex_color = texture(TEXTURE, UV);
// Apply blend mode (only to RGB, preserve alpha channel behavior)
vec3 final_color;
if (blend_mode == 0) { // Normal
final_color = tex_color.rgb;
} else if (blend_mode == 1) { // Multiply
final_color = multiply_blend(vec3(1.0), tex_color.rgb);
} else if (blend_mode == 2) { // Screen
final_color = screen_blend(vec3(0.0), tex_color.rgb);
} else if (blend_mode == 3) { // Overlay
final_color = overlay_blend(vec3(0.5), tex_color.rgb);
} else if (blend_mode == 4) { // Soft Light
final_color = soft_light_blend(vec3(0.5), tex_color.rgb);
} else if (blend_mode == 5) { // Hard Light
final_color = hard_light_blend(vec3(0.5), tex_color.rgb);
} else if (blend_mode == 6) { // Color Dodge
final_color = color_dodge_blend(vec3(0.0), tex_color.rgb);
} else if (blend_mode == 7) { // Color Burn
final_color = color_burn_blend(vec3(1.0), tex_color.rgb);
} else if (blend_mode == 8) { // Darken
final_color = darken_blend(vec3(1.0), tex_color.rgb);
} else if (blend_mode == 9) { // Lighten
final_color = lighten_blend(vec3(0.0), tex_color.rgb);
} else if (blend_mode == 10) { // Add (Linear Dodge)
final_color = add_blend(vec3(0.0), tex_color.rgb);
} else if (blend_mode == 11) { // Subtract
final_color = subtract_blend(vec3(1.0), tex_color.rgb);
} else {
final_color = tex_color.rgb;
}
COLOR = vec4(final_color, tex_color.a * opacity);
}

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@@ -0,0 +1 @@
uid://dy03x5g364v80

View File

@@ -28,7 +28,7 @@ var imageSize = Vector2.ZERO
@onready var wob = $WobbleOrigin
@onready var outlineScene = preload("res://ui_scenes/selectedSprite/outline.tscn")
@onready var opacityShader = preload("res://ui_scenes/selectedSprite/opacity.gdshader")
@onready var opacityBlendShader = preload("res://ui_scenes/selectedSprite/opacity_blend.gdshader")
var opacityMaterial = null
@@ -90,6 +90,7 @@ var time = 0.0 # Time accumulator for physics calculations
#Opacity
var spriteOpacity = 1.0
var affectChildrenOpacity = false
var blendMode = 0 # Default to Normal blend mode
#Vis toggle
var toggle = "null"
@@ -517,14 +518,21 @@ func updateShaderOpacity():
var editorAlpha = sprite.modulate.a
var finalOpacity = totalOpacity * editorAlpha
# Always apply the opacity shader to ensure it's loaded
# Always apply the opacity blend shader to ensure it's loaded
if opacityMaterial == null:
opacityMaterial = ShaderMaterial.new()
opacityMaterial.shader = opacityShader
opacityMaterial.shader = opacityBlendShader
opacityMaterial.set_shader_parameter("opacity", finalOpacity)
opacityMaterial.set_shader_parameter("blend_mode", blendMode)
sprite.material = opacityMaterial
## Update the blend mode and refresh the shader
func updateBlendMode(newBlendMode: int):
if BlendModeManager.is_valid_blend_mode(newBlendMode):
blendMode = newBlendMode
updateShaderOpacity() # Refresh shader with new blend mode
func updateChildrenOpacityRecursively():
var linkedSprites = getAllLinkedSprites()
for child in linkedSprites: