… I hope I’m not completely wrong putting my question here
We are working on a cg shader for a game engine, and want to implement detail textures.
The texture blending mode “overlay” gives very nice results for our models in blender, so we thought it would be interesting to try this approach for our in-game shader, too.
For this we need to know the exact math behind texture blending mode “overlay” in blender.
If I’m not mistaken the blender manual does not specify the exact operation performed.
the overlay blend mode is not specific to blender… if you search on google or ask on the openGL GLSL forum they could probably tell you there. There is a GLSL book that has the maths for all the blending modes.