Additive blending. Fast, but may produce washed out results.
Alpha blending. Blends based on the alpha value of the new color.
Calculates the avarage of the new color and the base color.
Converts the colors to HSL and blends based on color.
Color burn.
Color dodge.
Prioritize darker colors.
Color difference.
Color division.
Overwrites the new color with the base color. Ignores opacity.
Color exclusion.
Hard light.
Hard mix.
Converts the colors to HSL and blends based on hue.
Overwrites the base color with the inverted new color.
Multiplies the new color with the inverted base color.
Prioritize lighter colors.
Linear burn.
Same as ADD but limits the result to 1.
Linear light.
Converts the colors to HSL and blends based on luminosity.
Color multiplication.
Negates the base color using the new color.
Overwrites the base color with the new one.
Color overlay.
Pin light.
Color reflection.
Converts the colors to HSL and blends based on saturation.
Screen blending. The two colors are effectively projected on a white screen simultaneously.
Deprecated. Use SRC instead.
Deprecated. Use DST instead. Warning: This blend function does NOT fully disable the effect.
Soft light.
Overwrites the base color with the new one. Ignores opacity.
Subtracts the new color from the base color.
Vivid light.
A blend function enumeration.
Important: Do not use
BlendFunction.SKIP
to disable effects. See Enabling and Disabling Effects for more information.Based on https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt