{"version":3,"file":"LinearLightBlend.mjs","sources":["../../src/advanced-blend-modes/LinearLightBlend.ts"],"sourcesContent":["import { ExtensionType } from '../extensions/Extensions';\nimport { BlendModeFilter } from '../filters/blend-modes/BlendModeFilter';\n\nimport type { ExtensionMetadata } from '../extensions/Extensions';\n\n/**\n * Increase or decrease brightness by burning or dodging color values, based on the blend color\n *\n * Available as `container.blendMode = 'linear-light'` after importing `pixi.js/advanced-blend-modes`.\n * @example\n * import 'pixi.js/advanced-blend-modes';\n * import { Sprite } from 'pixi.js';\n *\n * const sprite = Sprite.from('something.png');\n * sprite.blendMode = 'linear-light'\n * @category filters\n * @noInheritDoc\n */\nexport class LinearLightBlend extends BlendModeFilter\n{\n    /** @ignore */\n    public static extension: ExtensionMetadata = {\n        name: 'linear-light',\n        type: ExtensionType.BlendMode\n    };\n\n    constructor()\n    {\n        super({\n            gl: {\n                functions: `\n                float linearBurn(float base, float blend) {\n                    return max(0.0, base + blend - 1.0);\n                }\n\n                float linearDodge(float base, float blend) {\n                    return min(1.0, base + blend);\n                }\n\n                float linearLight(float base, float blend) {\n                    return (blend <= 0.5) ? linearBurn(base,2.0*blend) : linearBurn(base,2.0*(blend-0.5));\n                }\n\n                vec3 blendLinearLight(vec3 base, vec3 blend, float opacity) {\n                    vec3 blended = vec3(\n                        linearLight(base.r, blend.r),\n                        linearLight(base.g, blend.g),\n                        linearLight(base.b, blend.b)\n                    );\n\n                    return (blended * opacity + base * (1.0 - opacity));\n                }\n            `,\n                main: `\n                finalColor = vec4(blendLinearLight(back.rgb, front.rgb,front.a), blendedAlpha) * uBlend;\n                `\n            },\n            gpu: {\n                functions: `\n                fn linearBurn(base: f32, blend: f32) -> f32\n                {\n                    return max(0.0, base + blend - 1.0);\n                }\n\n                fn linearDodge(base: f32, blend: f32) -> f32\n                {\n                    return min(1.0, base + blend);\n                }\n\n                fn linearLight(base: f32, blend: f32) -> f32\n                {\n                    return select(linearBurn(base,2.0*(blend-0.5)), linearBurn(base,2.0*blend), blend <= 0.5);\n                }\n\n                fn blendLinearLightOpacity(base:vec3<f32>,  blend:vec3<f32>,  opacity:f32) -> vec3<f32>\n                {\n                    let blended = vec3<f32>(\n                        linearLight(base.r, blend.r),\n                        linearLight(base.g, blend.g),\n                        linearLight(base.b, blend.b)\n                    );\n\n                    return (blended * opacity + base * (1.0 - opacity));\n                }\n            `,\n                main: `\n                out = vec4<f32>(blendLinearLightOpacity(back.rgb, front.rgb, front.a), blendedAlpha) * blendUniforms.uBlend;\n            `\n            }\n        });\n    }\n}\n"],"names":[],"mappings":";;;;AAkBO,MAAM,yBAAyB,eAAA,CACtC;AAAA,EAOI,WAAA,GACA;AACI,IAAA,KAAA,CAAM;AAAA,MACF,EAAA,EAAI;AAAA,QACA,SAAA,EAAW;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA,YAAA,CAAA;AAAA,QAuBX,IAAA,EAAM;AAAA;AAAA,gBAAA;AAAA,OAGV;AAAA,MACA,GAAA,EAAK;AAAA,QACD,SAAA,EAAW;AAAA;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA,YAAA,CAAA;AAAA,QA2BX,IAAA,EAAM;AAAA;AAAA,YAAA;AAAA;AAGV,KACH,CAAA;AAAA,EACL;AACJ;AAAA;AAzEa,gBAAA,CAGK,SAAA,GAA+B;AAAA,EACzC,IAAA,EAAM,cAAA;AAAA,EACN,MAAM,aAAA,CAAc;AACxB,CAAA;;;;"}