#region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion namespace Microsoft.Xna.Framework.Graphics { /// /// Defines a blend mode. /// public enum Blend { /// /// Each component of the color is multiplied by {1, 1, 1, 1}. /// One, /// /// Each component of the color is multiplied by {0, 0, 0, 0}. /// Zero, /// /// Each component of the color is multiplied by the source color. /// {Rs, Gs, Bs, As}, where Rs, Gs, Bs, As are color source values. /// SourceColor, /// /// Each component of the color is multiplied by the inverse of the source color. /// {1 - Rs, 1 - Gs, 1 - Bs, 1 - As}, where Rs, Gs, Bs, As are color source values. /// InverseSourceColor, /// /// Each component of the color is multiplied by the alpha value of the source. /// {As, As, As, As}, where As is the source alpha value. /// SourceAlpha, /// /// Each component of the color is multiplied by the inverse of the alpha value of the source. /// {1 - As, 1 - As, 1 - As, 1 - As}, where As is the source alpha value. /// InverseSourceAlpha, /// /// Each component color is multiplied by the destination color. /// {Rd, Gd, Bd, Ad}, where Rd, Gd, Bd, Ad are color destination values. /// DestinationColor, /// /// Each component of the color is multiplied by the inversed destination color. /// {1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad}, where Rd, Gd, Bd, Ad are color destination values. /// InverseDestinationColor, /// /// Each component of the color is multiplied by the alpha value of the destination. /// {Ad, Ad, Ad, Ad}, where Ad is the destination alpha value. /// DestinationAlpha, /// /// Each component of the color is multiplied by the inversed alpha value of the destination. /// {1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad}, where Ad is the destination alpha value. /// InverseDestinationAlpha, /// /// Each component of the color is multiplied by a constant in the . /// BlendFactor, /// /// Each component of the color is multiplied by a inversed constant in the . /// InverseBlendFactor, /// /// Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater. /// {f, f, f, 1}, where f = min(As, 1 - As), where As is the source alpha value. /// SourceAlphaSaturation, } }