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glsl-blend's Issues

Subtract mode error

Subtract is not as same as LinearBurn

Subtract should be

float blendSubtract(float base, float blend) {
    return max(base-blend, 0.0);
}

vec3 blendSubtract(vec3 base, vec3 blend) {
    return max(base-blend, vec3(0.0));
}

vec3 blendSubtract(vec3 base, vec3 blend, float opacity) {
	return (blendSubtract(base, blend) * opacity + base * (1.0 - opacity));
}

Memory Exhausted

Update: This aplies to the demo at http://jamieowen.github.io/glsl-blend
demo-three.min.js:13 THREE.WebGLShader: Shader couldn't compile. demo-three.min.js:13 THREE.WebGLShader: gl.getShaderInfoLog() fragment ERROR: 0:343: '(' : memory exhausted THREE.WebGLShader: gl.getShaderInfoLog() fragment ERROR: 0:343: '(' : memory exhausted

my browser:

Google Chrome 52.0.2743.116 (Official Build) m (32-bit) Revision 9115ecad1cae66fd5fe52bd9120af643384fd6f3-refs/branch-heads/2743@{#728} OS Windows Blink 537.36 (@9115ecad1cae66fd5fe52bd9120af643384fd6f3) JavaScript V8 5.2.361.49 Flash 22.0.0.209 User Agent Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/52.0.2743.116 Safari/537.36

Blend Normal with Alpha

Is it possible to use the Normal Blend.. but if the blend texture has parts that are alpha 0.0
show the basetexture below?

Just like putting a image that has transparent parts ON TOP of a base image. But the opacity of both images is 100%. so you are able to see both at the same time.

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