Photoshop-like "soft light" blend mode for GLSL.
#pragma glslify: blend = require(../)
void main() {
vec4 bgColor = texture2D(bg, vUv);
vec4 fgColor = texture2D(foreground, vUv);
vec3 color = blend(bgColor.rgb, fgColor.rgb);
gl_FragColor = vec4(color, 1.0);
}
Blends background and foreground with an "soft light" blend mode. The algorithm for each channel is as follows:
(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))
See stackgl/contributing.
MIT. See LICENSE.md for details.