![]() I'm on mobile now, so apologies for the lack of actual code examples. You should at least draw the values of src and dest, but even easier would be to create a couple switch statements to check which blend modes each one equals, then draw the name of the blend mode as a string. Get perfect work on all platforms - Windows, Mac, Linux, Android, iOS, HTML5 and other. Dont use surface and apply shader on any graphic with a specific depth. Use the shader on a sprite, backgroun or surface. Of course, to know which modes are active, you'll want to create a little debug info for yourself. With this shader you can: Change colour properties within time. This is the 'pure' colour tone which is part of the hue, saturation and value (luminosity) method for defining a colour. Dont use surface and apply shader on any graphic with a specific depth. This function will return the hue of the given colour. Now, set your blend mode src and dest arguments to the variables you created.įrom here you can go in-game and test out blend mode combinations until you find one that works! With this shader you can: Change colour properties within time. Make sure you also have an 'if' statement to check if the value is greater or less than the acceptable range, and loop around if so. Map the up and down arrows to add +1 or -1 to src, and right and left to add +1 and -1 to dest. ![]() I think it was something like 0-21 since there's src and dest variants for each.) (It's been a while since I've done this, so I don't have the values off the top of my head. You can use this to your advantage to make testing easier.įirst, draw the blend mode constants as text with the string() function to figure out what the values of all the blend modes are. ![]()
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