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); }