# The Industry's Foundation for High Performance Graphics

1. ## Blending Mode

I would like to reproduce the following Blend Mode from Photoshop, how can I do it?

Darken, Multiply, Overlay

2. ## Re: Blending Mode

What do these operations do?

3. ## Re: Blending Mode

Blend mode works in the following way:
sourceColor * sourceFactor + destinationClor * destinationFactor.

To implement multiply you should set:
sourceFactor = GL_DST_COLOR, destinationFactr = GL_ZERO

I don't know exact maths behind darken and overlay.

4. ## Re: Blending Mode

To do some of the more complicated blending you will need to do some fancy shader work with a copy of the scene as a lookup texture.

The math is:

Code :
```multiply 	a * b
screen 	1 - (1 - a) * (1 - b)
darken 	min(a, b)
lighten 	max(a, b)
difference 	abs(a - b)
negation 	1 - abs(1 - a - b)
exclusion 	a + b - 2 * a * b
overlay 	a < .5 ? (2 * a * b) : (1 - 2 * (1 - a) * (1 - b))
hard light 	b < .5 ? (2 * a * b) : (1 - 2 * (1 - a) * (1 - b))
soft light 	b < .5 ? (2 * a * b + a * a * (1 - 2 * b)) : (sqrt(a) * (2 * b - 1) + (2 * a) * (1 - b))
dodge 	a / (1 - b)
burn 	1 - (1 - a) / b```
This comes from:

http://www.blackpawn.com/blog/?p=94
http://www.pegtop.net/delphi/articles/blendmodes/

5. ## Re: Blending Mode

If you have trouble understanding how the blending functions work, this program may help:

http://home.planet.nl/~buijs512/_temp/blendfunc.zip

(Note: The BlendEquation stuff doesn't work, I never found out what it does.)

I never understood why OpenGL supports relatively few blend modes. Is there a technical reason for this?

6. ## Re: Blending Mode

tks alot sqrt[-1],

now after some digs, I can't figure out how to implement theses equations... whithout having to pass by a shader...

Any other suggestion?

7. ## Re: Blending Mode

You need to use shader as described by sqrt[-1].
There is no other way for complex per-pixel math (unless you want to do it on CPU).

8. ## Re: Blending Mode

I never understood why OpenGL supports relatively few blend modes. Is there a technical reason for this?
It supports plenty of blending modes. In GL 2.1, there are 4 basic blending functions (add, subtract, min & max), with blend parameters. Parameters can be separated between RGB and A, and there's even an extension to separate the entire blend function between RGB and A.

What it doesn't have is arbitrary computation in the blend stage. There are whispers that this will eventually be opened up in the future.

9. ## Re: Blending Mode

Well you can do Darken and Multiply with standard OpenGL.

Overlay is the only one that requires a shader.

Multiply(as described above) = sourceFactor = GL_DST_COLOR, destinationFactr = GL_ZERO, blendEquation = GL_FUNC_ADD (default)

Darken = sourceFactor = GL_ONE, destinationFactr = GL_ONE, blendEquation = GL_FUNC_MIN

10. ## Re: Blending Mode

I have to admit that you blow me away sqrt[-1] with theses equations... and now Im think about using them all (except overlay because of what you mention above). So for the others do you have the source, dest. and blendequation?