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**Inherits:** VisualShaderNode **<** Resource **<** Reference **<** Object

A Color operator to be used within the visual shader graph.

## Description

Applies operator to two color inputs.

## Enumerations

enum **Operator**:

**OP_SCREEN**=**0**— Produce a screen effect with the following formula:

```
result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
```

**OP_DIFFERENCE**=**1**— Produce a difference effect with the following formula:

```
result = abs(a - b);
```

**OP_DARKEN**=**2**— Produce a darken effect with the following formula:

```
result = min(a, b);
```

**OP_LIGHTEN**=**3**— Produce a lighten effect with the following formula:

```
result = max(a, b);
```

**OP_OVERLAY**=**4**— Produce an overlay effect with the following formula:

```
for (int i = 0; i < 3; i++) {
float base = a[i];
float blend = b[i];
if (base < 0.5) {
result[i] = 2.0 * base * blend;
} else {
result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
}
}
```

**OP_DODGE**=**5**— Produce a dodge effect with the following formula:

```
result = a / (vec3(1.0) - b);
```

**OP_BURN**=**6**— Produce a burn effect with the following formula:

```
result = vec3(1.0) - (vec3(1.0) - a) / b;
```

**OP_SOFT_LIGHT**=**7**— Produce a soft light effect with the following formula:

```
for (int i = 0; i < 3; i++) {
float base = a[i];
float blend = b[i];
if (base < 0.5) {
result[i] = base * (blend + 0.5);
} else {
result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
}
}
```

**OP_HARD_LIGHT**=**8**— Produce a hard light effect with the following formula:

```
for (int i = 0; i < 3; i++) {
float base = a[i];
float blend = b[i];
if (base < 0.5) {
result[i] = base * (2.0 * blend);
} else {
result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
}
}
```

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