@@ -4,8 +4,8 @@ vec3 blend_normal(vec3 c1, vec3 c2, float opacity) {
44 return opacity * c1 + (1.0 - opacity )* c2 ;
55}
66
7- vec3 blend_dissolve (vec2 uv , vec3 c1 , vec3 c2 , float opacity ) {
8- if (random_range (vec3 (uv , 1.0 ), 0.0 , 1.0 ) < opacity ) {
7+ vec3 blend_dissolve (vec3 seed , vec3 c1 , vec3 c2 , float opacity ) {
8+ if (random_range (vec3 (seed ), 0.0 , 1.0 ) < opacity ) {
99 return c1 ;
1010 } else {
1111 return c2 ;
@@ -16,7 +16,7 @@ vec3 blend_multiply(vec3 c1, vec3 c2, float opacity) {
1616 return opacity * c1 * c2 + (1.0 - opacity )* c2 ;
1717}
1818
19- vec3 blend_screen (vec2 uv , vec3 c1 , vec3 c2 , float opacity ) {
19+ vec3 blend_screen (vec3 c1 , vec3 c2 , float opacity ) {
2020 return opacity * (1.0 - (1.0 - c1 )* (1.0 - c2 )) + (1.0 - opacity )* c2 ;
2121}
2222
@@ -88,15 +88,15 @@ float blend_vivid_light_f(float c1, float c2) {
8888 return (c1 < 0.5 ) ? 1.0 - (1.0 - c2 ) / (2.0 * c1 ) : c2 / (2.0 * (1.0 - c1 ));
8989}
9090
91- vec3 blend_vivid_light (vec2 uv , vec3 c1 , vec3 c2 , float opacity ) {
91+ vec3 blend_vivid_light (vec3 c1 , vec3 c2 , float opacity ) {
9292 return opacity * vec3 (blend_vivid_light_f (c1 .x , c2 .x ), blend_vivid_light_f (c1 .y , c2 .y ), blend_vivid_light_f (c1 .z , c2 .z )) + (1.0 - opacity )* c2 ;
9393}
9494
9595float blend_pin_light_f ( float c1 , float c2 ) {
9696 return (2.0 * c1 - 1.0 > c2 ) ? 2.0 * c1 - 1.0 : ((c1 < 0.5 * c2 ) ? 2.0 * c1 : c2 );
9797}
9898
99- vec3 blend_pin_light (vec2 uv , vec3 c1 , vec3 c2 , float opacity ) {
99+ vec3 blend_pin_light (vec3 c1 , vec3 c2 , float opacity ) {
100100 return opacity * vec3 (blend_pin_light_f (c1 .x , c2 .x ), blend_pin_light_f (c1 .y , c2 .y ), blend_pin_light_f (c1 .z , c2 .z )) + (1.0 - opacity )* c2 ;
101101}
102102
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