Mode is one of these:
variable | Meaning |
L
|
The active layer
|
S
|
The source layer (the sum of the layers below)
|
D
|
The destintion layer (the result)
|
Xrgb
|
Layer red (Xr), green (Xg) or blue
channel (Xb)
|
Xhsv
|
Layer hue (Xh), saturation (Xs) or
value channel (Xv) (virtual channels)
|
Xhls
|
Layer hue (Xh), lightness channel (Xl) or
saturation (Xs) (virtual channels)
|
aX
|
Layer alpha, channel in layer alpha
|
All channels are calculated separately, if nothing else is
specified.
Bottom layer:
Top layer:
normal
D=L applied with alpha: D=(L*aL+S*(1-aL)*aS) / (aL+(1-aL)*aS), aD=(aL+(1-aL)*aS)
add
D=L+S applied with alpha, aD=aS
subtract
D=S-L applied with alpha, aD=aS
multiply
D=S*L applied with alpha, aD=aS
divide
D=S/L applied with alpha, aD=aS
negdivide
D=1.0-S/L applied with alpha, aD=aS
modulo
D=S%L applied with alpha, aD=aS
invsubtract
D=L-S applied with alpha, aD=aS
invdivide
D=L/S applied with alpha, aD=aS
invmodulo
D=L%S applied with alpha, aD=aS
imultiply
D=(1-L)*S applied with alpha, aD=aS
idivide
D=S/(1-L) applied with alpha, aD=aS
invidivide
D=L/(1-S) applied with alpha, aD=aS
difference
D=abs(L-S) applied with alpha, aD=aS
max
D=max(L,S) applied with alpha, aD=aS
min
D=min(L,S) applied with alpha, aD=aS
bitwise_and
D=L&S applied with alpha, aD=aS
bitwise_or
D=L|S applied with alpha, aD=aS
bitwise_xor
D=L^S applied with alpha, aD=aS
replace
D=(L*aL+S*(1-aL)*aS) / (aL+(1-aL)*aS), aD=aS
red
Dr=(Lr*aLr+Sr*(1-aLr)*aSr) / (aLr+(1-aLr)*aSr), Dgb=Sgb, aD=aS
green
Dg=(Lg*aLg+Sg*(1-aLg)*aSg) / (aLg+(1-aLg)*aSg), Drb=Srb, aD=aS
blue
Db=(Lb*aLb+Sb*(1-aLb)*aSb) / (aLb+(1-aLb)*aSb), Drg=Srg, aD=aS
hardlight
Like photoshop hardlight layer mode, aD=aS
replace_hsv
Dhsv=Lhsv apply with alpha, aD=aS
hue
Dh=Lh apply with alpha, Dsv=Lsv, aD=aS
saturation
Ds=Ls apply with alpha, Dhv=Lhv, aD=aS
value
Dv=Lv apply with alpha, Dhs=Lhs, aD=aS
color
Dhs=Lhs apply with alpha, Dv=Lv, aD=aS
value_mul
Dv=Lv*Sv apply with alpha, Dhs=Lhs, aD=aS
darken
Dv=min(Lv,Sv) apply with alpha, Dhs=Lhs, aD=aS
lighten
Dv=max(Lv,Sv) apply with alpha, Dhs=Lhs, aD=aS
saturate
Ds=max(Ls,Ss) apply with alpha, Dhv=Lhv, aD=aS
desaturate
Ds=min(Ls,Ss) apply with alpha, Dhv=Lhv, aD=aS
hls_replace
Dhls=Lhls apply with alpha, aD=aS
hls_hue
Dh=Lh apply with alpha, Dsv=Lsv, aD=aS
hls_saturation
Ds=Ls apply with alpha, Dhv=Lhv, aD=aS
hls_lightness
Dl=Ll apply with alpha, Dhs=Lhs, aD=aS
hls_color
Dhs=Lhs apply with alpha, Dl=Ll, aD=aS
hls_lightness_mul
Dl=Ll*Sl apply with alpha, Dhs=Lhs, aD=aS
hls_darken
Dl=min(Ll,Sl) apply with alpha, Dhs=Lhs, aD=aS
hls_lighten
Dl=max(Ll,Sl) apply with alpha, Dhs=Lhs, aD=aS
hls_saturate
Ds=max(Ls,Ss) apply with alpha, Dhl=Lhl, aD=aS
hls_desaturate
Ds=min(Ls,Ss) apply with alpha, Dhl=Lhl, aD=aS
dissolve
i=random 0 or 1, D=i?L:S, aD=i+aS
behind
D=(S*aS+L*(1-aS)*aL) / (aS+(1-aS)*aL), aD=(aS+(1-aS)*aL); simply swap S and L
erase
D=S, aD=aS*(1-aL)
screen
1-(1-S)*(1-L) applied with alpha, aD=aS
overlay
(1-(1-a)*(1-b)-a*b)*a+a*b applied with alpha, aD=aS
burn_alpha
aD=aL+aS applied with alpha, D=L+S; experimental, may change or be removed
equal
each channel D=max if L==S, 0 otherwise, apply with alpha
not_equal
each channel D=max if L!=S, 0 otherwise, apply with alpha
less
each channel D=max if L<S, 0 otherwise, apply with alpha
more
each channel D=max if L>S, 0 otherwise, apply with alpha
less_or_equal
each channel D=max if L<=S, 0 otherwise, apply with alpha
more_or_equal
each channel D=max if L>=S, 0 otherwise, apply with alpha
logic_equal
logic: D=white and opaque if L==S, black and transparent otherwise
logic_not_equal
logic: D=white and opaque if any L!=S, black and transparent otherwise
logic_strict_less
logic: D=white and opaque if all L<S, black and transparent otherwise
logic_strict_more
logic: D=white and opaque if all L>S, black and transparent otherwise
logic_strict_less_equal
logic: D=white and opaque if all L<=L, black and transparent otherwise
logic_strict_more_equal
logic: D=white and opaque if all L>=L, black and transparent otherwise