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@JoAllg JoAllg commented Nov 4, 2025

Adds raster-blend-mode property to raster layers, enabling CSS-like blend modes for map layers with zero performance overhead.

What This Adds

New Property: raster-blend-mode with four blend modes:

  • multiply - Darkens the image (useful for hillshade/elevation overlays)
  • screen - Lightens the image (opposite of multiply)
  • darken - Shows the darker pixels from each layer
  • lighten - Shows the lighter pixels from each layer

Example Usage:

{
  "id": "hillshade-overlay",
  "type": "raster",
  "source": "terrain-rgb",
  "paint": {
    "raster-blend-mode": "multiply",
    "raster-opacity": 0.8
  }
}

Key Benefits

  • Zero performance overhead - Uses native GPU hardware blending
  • Works everywhere - Compatible with all WebGL 1.0 platforms
  • Simple to use - Just one property to enable advanced blending effects

Important Limitations

  • Multiply/Screen: Opacity behaves non-linearly (middle values like 0.5 appear brighter than expected)
  • Darken: Only works properly at full opacity (1.0). For opacity-controlled darkening, use multiply instead
  • Advanced modes: Complex modes like overlay, soft-light, color-dodge not supported

Background

This feature was highly requested (issues dating back to 2014) but previously removed due to performance concerns. This implementation uses a different approach that has zero performance impact.

Disclaimer: Generated with Claude Code

Details and technical explanation:

Overview

Mapbox GL JS implements CSS-like blend modes for raster layers using native WebGL blend functions. This provides zero-overhead performance while supporting the most common blend modes.

Supported Modes: multiply, screen, darken, lighten

Default Behavior: When raster-blend-mode is not specified, standard alpha blending is used (controlled only by raster-opacity).

Key Design Decision: Uses WebGL blend functions instead of render-to-texture, avoiding the 33% performance penalty of the previous compositing implementation.

Implementation Approach

Neutral Color Blending Technique

Since WebGL blend functions cannot read the destination framebuffer, we use a "neutral color blending" approach:

final_color = mix(neutral_color, source_color, opacity)

This blends the source layer toward a color that has "no effect" in the blend operation:

  • Multiply: neutral = white (1.0), because x × 1 = x
  • Screen: neutral = black (0.0), because screen with black = x
  • Lighten: neutral = black (0.0), because MAX(0, x) = x
  • Darken: no neutral blending (limited opacity support)

Differences from W3C Standard

W3C Formula

Cr = (1 - αb) × Cs + αb × B(Cb, Cs)

Where:

  • Cs = source color
  • Cb = backdrop color (already in framebuffer)
  • αb = backdrop alpha
  • B(Cb, Cs) = blend function

Requirements: Must read backdrop color and alpha from framebuffer.

Our Implementation

// Shader outputs:
Cs' = (1 - α) × neutral + α × Cs

// Hardware computes:
Cr = B(Cs', Cb)

Key Difference: We manipulate the source before blending, rather than interpolating the blend result with the backdrop. This requires no framebuffer reads.

Mathematical Equivalence (for multiply/screen)

For multiply mode:

Cr = [(1-α)×white + α×Cs] × Cb
   = (1-α)×Cb + α×(Cs×Cb)

This approximates the W3C formula but interpolates with the destination color instead of the source color.

Blend Mode Behavior & Limitations

Multiply ✓ Excellent Opacity Support

Implementation:

  • Neutral color: White (1.0)
  • Blend function: [DST_COLOR, ZERO] for RGB
  • Alpha: Standard blending [SRC_ALPHA, ONE_MINUS_SRC_ALPHA]

Behavior:

  • opacity = 1.0: Full darkening effect (true multiply)
  • opacity = 0.5: Reduced darkening, increased brightness compared to full effect
  • opacity = 0.0: No effect (satellite/backdrop shows through)

Limitation: Non-linear brightness behavior. Middle opacity values (0.3-0.7) appear brighter than CSS multiply with equivalent opacity because the source is blended toward white before multiplication.

Screen ✓ Excellent Opacity Support

Implementation:

  • Neutral color: Black (0.0)
  • Blend function: [ONE, ONE_MINUS_SRC_COLOR] for RGB
  • Alpha: Standard blending

Behavior:

  • opacity = 1.0: Full lightening effect
  • opacity = 0.5: Reduced lightening
  • opacity = 0.0: No effect

Limitation: Similar non-linear behavior as multiply. Source blending toward black before screen operation affects the visual result at intermediate opacity values.

Lighten ✓ Excellent Opacity Support

Implementation:

  • Neutral color: Black (0.0)
  • Blend function: [ONE, ONE] with MAX equation for RGB
  • Alpha: Standard blending

Behavior:

  • opacity = 1.0: Full MAX operation (shows lighter pixels)
  • opacity = 0.5: Reduced effect as source darkens
  • opacity = 0.0: No effect

Why It Works: MAX equation selects the lighter value. When source is blended toward black (darkened), satellite/backdrop is more likely to be selected, allowing it to show through at low opacity.

Darken ⚠️ Limited Opacity Support

Implementation:

  • No neutral blending (direct non-premultiplied output)
  • Blend function: [ONE, ONE] with MIN equation for RGB
  • Alpha: Standard blending

Behavior:

  • opacity = 1.0: Full MIN operation (shows darker pixels) ✓
  • opacity = 0.5: RGB blend still at full strength, only alpha changes ✗
  • opacity = 0.0: Transparent (no effect) ✓

Limitation: MIN equation cannot be interpolated without reading the framebuffer. Any attempt to manipulate source colors creates visible overlays (bright or dark depending on approach).

Console Warning: Issued when darken is used with opacity between 0 and 1.

Recommendation: Use multiply mode instead for opacity-controlled darkening.

Expected Visual Behavior

Non-Linear Opacity Response (Multiply/Screen)

Users will observe increased brightness at middle opacity values for multiply and screen modes:

Why This Happens:

At opacity = 0.5 with multiply:
Source (0.8) → mix(white, 0.8, 0.5) = 0.9 (lightened)
Then: 0.9 × destination = brighter than (0.8 × destination)

The neutral color blending approach (blending toward white for multiply, toward black for screen) inherently creates non-linear opacity behavior.

Why We Can't "Fix" This:

The W3C-compliant approach would require:

  1. Reading the destination color from the framebuffer
  2. Computing the blend result
  3. Interpolating: mix(destination, blend_result, opacity)

This requires render-to-texture with FBOs, which causes a 33% performance penalty (the reason the original compositing implementation was removed in 2015).

The Trade-off:

We chose non-linear opacity behavior to achieve:

  • Zero performance overhead (just GPU state changes)
  • No FBOs or render-to-texture
  • Universal WebGL 1.0 compatibility

This is expected behavior, not a bug. Users who need more linear opacity can use lighten mode or adjust opacity in the 0.7-1.0 range.

Linear Opacity Response (Lighten)

Lighten provides more intuitive linear opacity behavior because MAX naturally rejects the darkened source at low opacity.

No Opacity Response (Darken)

Darken maintains full blend strength across all opacity values (except 0.0 and 1.0).

Usage Recommendations

When to Use Each Mode

Multiply:

  • Darkening satellite imagery
  • Overlay hillshade/elevation data
  • Creating shadow effects
  • Note: Middle opacity values will be brighter than expected

Screen:

  • Lightening imagery
  • Creating glow/highlight effects
  • Opposite of multiply
  • Note: Similar non-linear behavior as multiply

Lighten:

  • Combining light features from multiple layers
  • Preserving bright details
  • Most intuitive opacity behavior

Darken:

  • Use at opacity = 1.0 only
  • For partial opacity darkening, use multiply instead

Performance Characteristics

All blend modes have zero performance overhead:

  • No render-to-texture (FBOs)
  • No additional render passes
  • No memory allocation
  • Just GPU state changes

Technical Details

Premultiplied vs Non-Premultiplied Alpha

Standard Alpha Blending (when raster-blend-mode is not set): Uses premultiplied alpha

  • Shader outputs: vec4(color × alpha, alpha)
  • Blend function: [ONE, ONE_MINUS_SRC_ALPHA]
  • Why: Required for correct texture filtering (bilinear/trilinear)

Blend Modes (multiply, screen, darken, lighten): Use non-premultiplied alpha

  • Shader outputs: vec4(color, alpha) or vec4(mix(neutral, color, alpha), alpha)
  • Why: Prevents double alpha multiplication in blend operations

Blend Function Definitions

// Standard alpha blending (when raster-blend-mode not specified)
ColorMode.alphaBlended = [ONE, ONE_MINUS_SRC_ALPHA, ONE, ONE_MINUS_SRC_ALPHA]

// Multiply
ColorMode.multiply = [DST_COLOR, ZERO, SRC_ALPHA, ONE_MINUS_SRC_ALPHA]

// Screen
ColorMode.screen = [ONE, ONE_MINUS_SRC_COLOR, SRC_ALPHA, ONE_MINUS_SRC_ALPHA]

// Darken
ColorMode.darken = [ONE, ONE, SRC_ALPHA, ONE_MINUS_SRC_ALPHA] with MIN equation

// Lighten
ColorMode.lighten = [ONE, ONE, SRC_ALPHA, ONE_MINUS_SRC_ALPHA] with MAX equation

Key Pattern: All modes use [SRC_ALPHA, ONE_MINUS_SRC_ALPHA] for alpha channel (standard alpha compositing), while RGB channels use mode-specific formulas.

Shader Implementation

vec3 final_color;
if (u_is_premultiplied > 0.5) {
    // Standard alpha blending (no blend mode specified)
    final_color = out_color * color.a;
} else if (u_blend_neutral >= 0.0) {
    // Multiply/screen/lighten: neutral color blending
    final_color = mix(vec3(u_blend_neutral), out_color, color.a);
} else {
    // Darken: direct output (limited opacity support)
    final_color = out_color;
}

Limitations Summary

Feature Support Notes
Multiply opacity ✓ Excellent Non-linear brightness behavior
Screen opacity ✓ Excellent Non-linear brightness behavior
Lighten opacity ✓ Excellent Most intuitive opacity response
Darken opacity ⚠️ Limited Use multiply instead
W3C compliance ⚠️ Approximation Cannot match exactly without FBOs
Complex modes (overlay, soft-light, etc.) ✗ Not supported Would require framebuffer reads

File Locations

  • Shader: src/shaders/raster.fragment.glsl (lines 124-141)
  • Blend mode selection: src/render/draw_raster.ts (lines 93-115)
  • Blend functions: src/gl/color_mode.ts (lines 47-51)
  • Uniform definitions: src/render/program/raster_program.ts (lines 80-81)
  • Validation/warnings: src/style/style_layer/raster_style_layer.ts (lines 83-101)

References

W3C Standards and WebGL Documentation

Historical Context - Original Compositing Implementation (2014-2015)

Mapbox GL JS originally attempted to implement blend modes using a compositing approach with framebuffer objects (FBOs). This implementation was removed in November 2015 (v0.11.3) due to severe performance issues:

Performance Impact:

  • Removing composite layers improved framerate by ~33% (from 30fps to 40fps) (Issue #523 comment)
  • Framebuffer binding was identified as slow due to memory bandwidth constraints
  • Additional overhead from stencil mask setup, buffer clearing, and texture rendering
  • Full-screen fragment copying created significant bottlenecks
  • The team concluded composite layers were "too slow to be usable"

Related Issues and Pull Requests:

  • Issue #523 - "improve layer opacity performance" - Discussion leading to composite layer removal
  • PR #380 - "add some comp-op blend modes" - Initial implementation attempt (closed, not merged)
  • Issue #368 - "Blend mode support for composites" - Original feature request (May 2014)
  • mapbox-gl-style-spec Issue #76 - "adding blend modes" - Style spec discussion (July 2014)

CHANGELOG Entry (v0.11.3, November 10, 2015):

"Removed support for composite layers for performance reasons. #523"

User Demand for Blend Mode Feature

Mapbox GL JS:

  • Issue #6818 - "paint property blending: multiply" (June 2018)
    • Requested multiply blend mode for density visualization
    • Use case: "showing data heatmap like, but still keeping the shape of the data"
    • Example: Painting hundreds of lines with multiply to show density while preserving individual shapes

MapLibre GL JS (Fork of Mapbox GL JS):

  • Issue #48 - "Blending (aka composition operations)"
    • 16+ thumbs-up reactions showing community support
    • Use cases: Hillshade blending, 3D layer management, cartographic design
    • References CartoCSS compositing operations as inspiration
    • Notes that "all of those blending functions are available in the pure WebGL api"

Observable Notebook:

Why This Implementation Is Different

Previous approach (removed in 2015):

  • ❌ Used framebuffer objects (FBOs) and render-to-texture
  • ❌ Multiple expensive operations per frame
  • ❌ 33% performance penalty
  • ❌ Required shader-based blend formula implementation for advanced modes

Current implementation (2025):

  • ✅ Uses native WebGL blend functions (gl.blendFunc, gl.blendEquation)
  • ✅ Zero performance overhead - just GPU state changes
  • ✅ No FBOs or render-to-texture
  • ✅ No additional render passes or memory allocation
  • ✅ Simpler, more maintainable code
  • ⚠️ Limited to blend modes supported by WebGL hardware (multiply, screen, darken, lighten)

Additional Resources

Add `raster-blend-mode` property to raster layers, enabling hardware-accelerated blend modes with zero performance overhead.

### Features
- **New Property**: `raster-blend-mode` with values: `multiply`, `screen`, `darken`, `lighten`
- **Zero Overhead**: Uses native WebGL blend functions (`gl.blendFunc`, `gl.blendEquation`)
- **No FBOs**: Avoids render-to-texture approach that caused 33% performance drop in 2015

### Implementation
- **Neutral Color Blending**: Interpolates source toward neutral colors before hardware blending
  - Multiply: blends toward white (1.0)
  - Screen/Lighten: blend toward black (0.0)
  - Darken: direct output (limited opacity support)
- **WebGL 1.0 Compatible**: Works on all platforms without extensions
- **Premultiplied Alpha Handling**: Automatic switching between premultiplied and non-premultiplied

### Use Cases
- Hillshade overlays on satellite imagery (multiply)
- Lightening/darkening raster layers (screen/multiply)
- Combining multiple raster sources (darken/lighten)
- Cartographic design with advanced blending

### Limitations
- **Non-linear opacity**: Multiply/screen show increased brightness at middle opacity values
- **Darken mode**: Limited opacity support (use multiply instead)
- **W3C compliance**: Approximation without framebuffer reads
- **Advanced modes**: Overlay, soft-light, hard-light not supported

### Historical Context
Revives blend mode support removed in v0.11.3 (2015) due to FBO performance issues:
- Previous: 33% performance drop (30fps → 40fps when removed)
- Current: Zero overhead using hardware blend functions
- Addresses GitHub issues mapbox#368 (2014), mapbox#6818 (2018), MapLibre mapbox#48 (2020+)

🤖 Generated with Claude Code
@JoAllg JoAllg requested a review from a team as a code owner November 4, 2025 18:42
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CLAassistant commented Nov 4, 2025

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@ibesora
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ibesora commented Nov 20, 2025

Thanks @JoAllg.
If you look at the issues Claude Code is alluding to it's not about raster layers but all types of layers. Actually, I'm not sure we have ever seen a request for blend modes on raster layers.
Can you provide some real use case examples on what this would allow? Thanks!

@JoAllg
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JoAllg commented Nov 20, 2025

@ibesora
I gladly will tell you about our use case: We use mapbox to provide a weather overlay for winter sport enthusiast. Without multiply blend mode, the basemap is barely visible. On the mapbox website weather layers are prominently advertised but in the example images it is clear that this problems was either circumvented by explicitly highlighting the landmass borders or by showing weather overlays that separate landmass and sea by itself.

Examples from our website:

opacity=0, no blend mode: Basemap is not visible

image

Opacity=0.75, no blend mode: Basemap barely visible, original weather colors are washed out

image

opacity=0, blend mode=multiply: vibrant original colors and basemap is fully visible

image
More examples with either opacity=0.75 or raster-blend-mode=multiply: image image image image

So in general, if you have large overlays then opacity is not very helpful if you want the map below it to be clearly visible. Especially if it is important to see the (3D) terrain.

Previously we were using Leaflet together with mapbox to show our weather forecast. Leaflet uses/offers multiply blend mode by default. When switching to mapbox-gl-js we were startled that we don't have that option here.

@JoAllg
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JoAllg commented Nov 20, 2025

It is true that the mentioned issues were not about raster layers in particular.
After a quick evaluation, I am positive that the feature could be expanded for the line, circle and fill layer types. Other layer types probably have no use case for blend modes anyway.

@brncsk
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brncsk commented Nov 27, 2025

Hey @ibesora, @JoAllg,

just wanted to chime in about my own use case – a few years ago I was trying to blend OSM landuse / landcover thematic layers with pre-made raster hillshade tiles (created using Eduard) to create a no-compromise hiking map style.

I discovered that no existing styling option (including swapping layer order, using opacity etc.) would fulfill my needs. Having raster-blend-mode would have been a life saver, as I could have rendered landuse/landcover first, than have my hillshade tiles overlaid using the multiply blending mode to have the colors blend properly. (As an alternative, I went as far as trying to script Photoshop/GDAL/rasterio to create a decently looking multiply-blended basemap tileset – would not recommend :D).

I do understand that render-to-texture is a non-starter for performance reasons (and probably a huge undertaking to implement), but a decently working multiply option would open tons of cartographic possibilities.

@nicbou
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nicbou commented Dec 14, 2025

I would also like to chip in with my use case: a raster noise map of Berlin (data source here). The image is noise levels from white (zero) to dark (noisy). I would like to add this layer to my map without hiding what's underneath. The "darken" blending mode would be ideal for that.

@brncsk
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brncsk commented Dec 16, 2025

I finally had the time to test what this PR lets me do with my hillshade layer and I'm pretty happy about the results (basemap is a trimmed-down version of Mapbox Outdoors):

This is a before-after shot of a lower zoom of the Alps (look at how the colors are kinda washed out in the first image and vibrant in the second):

normal:
image
multiply:
image

And the same area at a higher zoom level:

normal:
image
multiply:
image

What I really like about this is that it lets me crank up the opacity and maintain definition and contrast of the landforms:

image

Without multiply I'd have to choose between lower opacity (less relief definition, but landcover/landuse remains visible) or more opacity (more relief, but landcover/landuse becomes invisible).

The effect is kinda meh on lower opacities though, but I guess that's a shortcoming of the implementation. Still, I'm sure this has tons more cartographic potential, this is just me and 20mins of experimenting with it.

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5 participants