{"version":3,"file":"OverlayBlend.mjs","sources":["../../src/advanced-blend-modes/OverlayBlend.ts"],"sourcesContent":["import { ExtensionType } from '../extensions/Extensions';\nimport { BlendModeFilter } from '../filters/blend-modes/BlendModeFilter';\n\nimport type { ExtensionMetadata } from '../extensions/Extensions';\n\n/**\n * The final color is the result of multiply if the bottom color is darker, or screen if the bottom color is lighter.\n * This blend mode is equivalent to hard-light but with the layers swapped.\n *\n * Available as `container.blendMode = 'overlay'` 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 = 'overlay'\n * @category filters\n * @noInheritDoc\n */\nexport class OverlayBlend extends BlendModeFilter\n{\n    /** @ignore */\n    public static extension: ExtensionMetadata = {\n        name: 'overlay',\n        type: ExtensionType.BlendMode\n    };\n\n    constructor()\n    {\n        super({\n            gl: {\n                functions: `\n                float overlay(float base, float blend)\n                {\n                    return (base < 0.5) ? (2.0*base*blend) : (1.0-2.0*(1.0-base)*(1.0-blend));\n                }\n\n                vec3 blendOverlay(vec3 base, vec3 blend, float opacity)\n                {\n                    vec3 blended = vec3(\n                        overlay(base.r, blend.r),\n                        overlay(base.g, blend.g),\n                        overlay(base.b, blend.b)\n                    );\n\n                    return (blended * opacity + base * (1.0 - opacity));\n                }\n                `,\n                main: `\n                finalColor = vec4(blendOverlay(back.rgb, front.rgb,front.a), blendedAlpha) * uBlend;\n                `,\n            },\n            gpu: {\n                functions: `\n                fn overlay(base: f32, blend: f32) -> f32\n                {\n                    return select((1.0-2.0*(1.0-base)*(1.0-blend)), (2.0*base*blend), base < 0.5);\n                }\n\n                fn blendOverlay(base: vec3<f32>, blend: vec3<f32>, opacity: f32) -> vec3<f32>\n                {\n                    let blended = vec3<f32>(\n                        overlay(base.r, blend.r),\n                        overlay(base.g, blend.g),\n                        overlay(base.b, blend.b)\n                    );\n\n                    return (blended * opacity + base * (1.0 - opacity));\n                }\n                `,\n                main: `\n                out = vec4<f32>(blendOverlay(back.rgb, front.rgb, front.a), blendedAlpha) * blendUniforms.uBlend;\n                `,\n            }\n        });\n    }\n}\n"],"names":[],"mappings":";;;;AAmBO,MAAM,qBAAqB,eAAA,CAClC;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,gBAAA,CAAA;AAAA,QAiBX,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,gBAAA,CAAA;AAAA,QAiBX,IAAA,EAAM;AAAA;AAAA,gBAAA;AAAA;AAGV,KACH,CAAA;AAAA,EACL;AACJ;AAAA;AAzDa,YAAA,CAGK,SAAA,GAA+B;AAAA,EACzC,IAAA,EAAM,SAAA;AAAA,EACN,MAAM,aAAA,CAAc;AACxB,CAAA;;;;"}