gl.blendFunc(gl.ONE, gl.ZERO); | |
Source blending factor (Percentage of the rendered surface's color) |
Destination blending factor (Percentage of color already in the color buffer) |
gl.ZERO gl.ONE gl.SRC_COLOR gl.ONE_MINUS_SRC_COLOR gl.DST_COLOR gl.ONE_MINUS_DST_COLOR gl.SRC_ALPHA gl.ONE_MINUS_SRC_ALPHA gl.DST_ALPHA gl.ONE_MINUS_DST_ALPHA gl.CONSTANT_COLOR gl.ONE_MINUS_CONSTANT_COLOR gl.CONSTANT_ALPHA gl.ONE_MINUS_CONSTANT_ALPHA gl.SRC_ALPHA_SATURATE |
gl.ZERO gl.ONE gl.SRC_COLOR gl.ONE_MINUS_SRC_COLOR gl.DST_COLOR gl.ONE_MINUS_DST_COLOR gl.SRC_ALPHA gl.ONE_MINUS_SRC_ALPHA gl.DST_ALPHA gl.ONE_MINUS_DST_ALPHA gl.CONSTANT_COLOR gl.ONE_MINUS_CONSTANT_COLOR gl.CONSTANT_ALPHA gl.ONE_MINUS_CONSTANT_ALPHA |
CONSTANT_COLOR: red: green: blue: alpha: | |
Background: red: green: blue: alpha: | |
gl.FUNC_ADD
(src_color * src_factor + dst_color * dst_factor) gl.FUNC_SUBTRACT (src_color * src_factor - dst_color * dst_factor) gl.FUNC_REVERSE_SUBTRACT (dst_color * dst_factor - src_color * src_factor) |