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//
// Add mode is misleadingly named as it is not equivalent to "Additive" mode but
// is instead a linear dodge. The blend equation is defined by
//
// B(Bc', Tc') = min(1.0, Bc' + Tc')
//
// where Bc' and Tc' are the non-premultiplied bottom and top colors, respectively.
// In our case the colors are premultiplied so this condition is equivalent to
// min(Ba x Ta, Ba x Tc + Ta x Bc).
//
// Actually, you can rewrite the equations to maximize their similarity and see
// that you have:
//
// Rc = (1-Ta)Bc + (1-Ba)Tc + BaTa*min(1.0, Bc/Ba + Tc/Ta)
//     = Bc - TaBc + Tc - BaTc + min(BaTa, TaBc + BaTc)
//
// for (BaTa) being smaller (or equal) we get:
//
// Rc = Bc + Tc - TaBc - BaTc + BaTa
//    = Bc + Tc - (BaTc + TaBc - TaBa)
// [Note that (BaTc + TaBc - TaBa) is >= 0]
//
// for (TaBc + BaTc) being smaller (or equal) we get:
//
// Rc = Bc + Tc - TaBc - BaTc + TaBc + BaTc
//    = Bc + Tc + 0
// [Note that (BaTc + TaBc - TaBa) is <= 0]
//
// So, we subtract that last term, unless it is less than zero (we don't want to
// produce an answer that is greater than Tc+Bc ever).  This would let you use
// vector math to compute that term, then a vector min or max to make sure it is
// clipped at 0.  Also, note that the alpha equation is (Ta + Ba - TaBa) and if
// we compute (BaTa + TaBa - TaBa == TaBa) then we end up with the value we need
// to subtract for alpha as well (and it is never less than 0) and so we can
// symmetrically use this equation for all components.
//
// So, this equation works too:
//
//     R = max(BTa + TBa - TaBa, 0.0)
//
// or in code:
//
//     float4 mix = max(bot*top.a + top*bot.a - top.a*bot.a, 0.0);
//     return bot + top - mix;
//
float4 blend_add(float4 bot, float4 top)
{
    // Separate the expression defining "mix" from the return statement to
    // circumvent a JSL parsing limitation.
    float4 mix = max(bot*top.a + top*bot.a - top.a*bot.a, 0.0);
    return bot + top - mix;
}




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