How to handle alpha in a manual “Overlay” blend operation?

后端 未结 3 1523
谎友^
谎友^ 2021-02-10 01:20

I\'m playing with some manual (walk-the-pixels) image processing, and I\'m recreating the standard \"overlay\" blend. I\'m looking at the \"Photoshop math\" macros here:

相关标签:
3条回答
  • 2021-02-10 01:47

    After blending the base color and the blend color, mix the original base color and the color resulting from the blending using the alpha of the blend color:

    vec4 baseColor = ...;
    vec4 blendColor = ...;
    vec4 blendedColor = blend(baseColor, blendColor);
    vec4 fragmentColor = (1.0 - blendColor.a) * baseColor + blendColor.a * blendedColor;
    

    I use this for "overlay" blending an opaque base color and a blend texture which has a lot of (semi) transparent pixels.

    0 讨论(0)
  • I was experimenting with this issue exactly, until I found out that the best is to have the base and the blend layer both with straight alpha, then premultiply only the result with the base alpha.

    0 讨论(0)
  • 2021-02-10 02:09

    Just a guess, but I would try

    resultA = 1 - (1-baseAlpha) * (1-blendAlpha)
    
    0 讨论(0)
提交回复
热议问题