Note: This feature is available in Web Workers.
The WebGLRenderingContext.blendEquation() method of the WebGL API is used to set both the RGB blend equation and alpha blend equation to a single equation.
The blend equation determines how a new pixel is combined with a pixel already in the WebGLFramebuffer.
blendEquation(mode)modeA GLenum specifying how source and destination colors are combined. Must be either:
gl.FUNC_ADD: source + destination (default value)gl.FUNC_SUBTRACT: source - destinationgl.FUNC_REVERSE_SUBTRACT: destination - sourceWhen using the EXT_blend_minmax extension:
ext.MIN_EXT: Minimum of source and destinationext.MAX_EXT: Maximum of source and destinationWhen using a WebGL 2 context, the following values are available additionally:
gl.MIN: Minimum of source and destinationgl.MAX: Maximum of source and destinationIf mode is not one of the three possible values, a gl.INVALID_ENUM error is thrown.
None (undefined).
To set the blend equation, use:
gl.blendEquation(gl.FUNC_ADD);
gl.blendEquation(gl.FUNC_SUBTRACT);
gl.blendEquation(gl.FUNC_REVERSE_SUBTRACT);To get the blend equations, query the BLEND_EQUATION, BLEND_EQUATION_RGB and BLEND_EQUATION_ALPHA constants which return gl.FUNC_ADD, gl.FUNC_SUBTRACT, gl.FUNC_REVERSE_SUBTRACT, or if the EXT_blend_minmax is enabled: ext.MIN_EXT or ext.MAX_EXT.
gl.getParameter(gl.BLEND_EQUATION_RGB) === gl.FUNC_ADD;
// true
gl.getParameter(gl.BLEND_EQUATION_ALPHA) === gl.FUNC_ADD;
// true