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[Shader] 一般的なブレンドの計算値

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ブレンドを指定する際、どういうブレンドをするとどうなるか、というのをメモ。

例はOpenGL。

アルファブレンド

src = GL_SRC_ALPHA
dst = GL_ONE_MINUS_SRC_ALPHA

加算

src = GL_SRC_ALPHA
dst = GL_ONE

乗算

src = GL_ZERO
dst = GL_SRC_COLOR

反転

src = GL_ONE_MINUS_DST_COLOR
dst = GL_ZERO

スクリーン

src = GL_ONE_MINUS_DST_COLOR
dst = GL_ONE

排他的論理和

src = GL_ONE_MINUS_DST_COLOR
dst = GL_ONE_MINUS_SRC_COLOR
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