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Thread: Dual source blending?!

  1. #1
    Junior Member Regular Contributor
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    May 2013
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    Dual source blending?!

    What exactly is dual source blending good for?

    Is it just for specific hardware that can get some more performance then doing it in a fragment shader? Or does it actually give some functionality that can not be done via shader and single source blending?

    Seems to be a very esoteric feature. But Vulkan implements it. I was hoping somebody here can tell me more about it?!

  2. #2
    Senior Member OpenGL Guru Dark Photon's Avatar
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  3. #3
    Advanced Member Frequent Contributor arekkusu's Avatar
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    Quote Originally Posted by Osbios View Post
    What exactly is dual source blending good for?
    See Example Use Cases.

  4. #4
    Junior Member Newbie
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    Dec 2013
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    I use it for sub-pixel font rendering.

    Pixel shader example:
    Code :
    #version 330 core
     
    uniform sampler2D tCharTex;
    uniform vec4 vCharColor;
     
    smooth in vec2 vTexXY;
     
    layout (location = 0, index = 0) out vec4 vFragColor;
    layout (location = 0, index = 1) out vec4 vFragBlend;
     
    void main() {
    	vFragColor = vec4(vCharColor.rgb, 1.0);
    	vFragBlend = texture(tCharTex, vTexXY) * vCharColor.aaaa;
    }

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