#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,
}
}