CanvasRenderingContext2D: globalCompositeOperation property

Baseline Widely available

This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2015.

The CanvasRenderingContext2D.globalCompositeOperation property of the Canvas 2D API sets the type of compositing operation to apply when drawing new shapes.

See also Compositing and clipping in the Canvas Tutorial.

Value

A string identifying which of the compositing or blending mode operations to use. This may be any of the following values:

"source-over"

This is the default setting and draws new shapes on top of the existing canvas content.

"source-in"

The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent.

"source-out"

The new shape is drawn where it doesn't overlap the existing canvas content.

"source-atop"

The new shape is only drawn where it overlaps the existing canvas content.

"destination-over"

New shapes are drawn behind the existing canvas content.

"destination-in"

The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.

"destination-out"

The existing content is kept where it doesn't overlap the new shape.

"destination-atop"

The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.

"lighter"

Where both shapes overlap, the color is determined by adding color values.

"copy"

Only the new shape is shown.

"xor"

Shapes are made transparent where both overlap and drawn normal everywhere else.

"multiply"

The pixels of the top layer are multiplied with the corresponding pixels of the bottom layer. A darker picture is the result.

"screen"

The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)

"overlay"

A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter.

"darken"

Retains the darkest pixels of both layers.

"lighten"

Retains the lightest pixels of both layers.

"color-dodge"

Divides the bottom layer by the inverted top layer.

"color-burn"

Divides the inverted bottom layer by the top layer, and then inverts the result.

"hard-light"

Like overlay, a combination of multiply and screen — but instead with the top layer and bottom layer swapped.

"soft-light"

A softer version of hard-light. Pure black or white does not result in pure black or white.

"difference"

Subtracts the bottom layer from the top layer — or the other way round — to always get a positive value.

"exclusion"

Like difference, but with lower contrast.

"hue"

Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.

"saturation"

Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.

"color"

Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.

"luminosity"

Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.

Examples

Changing the composite operation

This example uses the globalCompositeOperation property to draw two rectangles that exclude themselves where they overlap.

HTML

html
<canvas id="canvas"></canvas>

JavaScript

js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");

ctx.globalCompositeOperation = "xor";

ctx.fillStyle = "blue";
ctx.fillRect(10, 10, 100, 100);

ctx.fillStyle = "red";
ctx.fillRect(50, 50, 100, 100);

Result

Demonstration of all values

Global values

This code sets up the global values used by the rest of the program.

js
const canvas1 = document.createElement("canvas");
const canvas2 = document.createElement("canvas");
const gco = [
  "source-over",
  "source-in",
  "source-out",
  "source-atop",
  "destination-over",
  "destination-in",
  "destination-out",
  "destination-atop",
  "lighter",
  "copy",
  "xor",
  "multiply",
  "screen",
  "overlay",
  "darken",
  "lighten",
  "color-dodge",
  "color-burn",
  "hard-light",
  "soft-light",
  "difference",
  "exclusion",
  "hue",
  "saturation",
  "color",
  "luminosity",
].reverse();
const gcoText = [
  "This is the default setting and draws new shapes on top of the existing canvas content.",
  "The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent.",
  "The new shape is drawn where it doesn't overlap the existing canvas content.",
  "The new shape is only drawn where it overlaps the existing canvas content.",
  "New shapes are drawn behind the existing canvas content.",
  "The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.",
  "The existing content is kept where it doesn't overlap the new shape.",
  "The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.",
  "Where both shapes overlap the color is determined by adding color values.",
  "Only the new shape is shown.",
  "Shapes are made transparent where both overlap and drawn normal everywhere else.",
  "The pixels of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result.",
  "The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)",
  "A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter.",
  "Retains the darkest pixels of both layers.",
  "Retains the lightest pixels of both layers.",
  "Divides the bottom layer by the inverted top layer.",
  "Divides the inverted bottom layer by the top layer, and then inverts the result.",
  "A combination of multiply and screen like overlay, but with top and bottom layer swapped.",
  "A softer version of hard-light. Pure black or white does not result in pure black or white.",
  "Subtracts the bottom layer from the top layer or the other way round to always get a positive value.",
  "Like difference, but with lower contrast.",
  "Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.",
  "Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.",
  "Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.",
  "Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.",
].reverse();
const width = 320;
const height = 340;

// lum in sRGB
const lum = {
  r: 0.33,
  g: 0.33,
  b: 0.33,
};
// resize canvas
canvas1.width = width;
canvas1.height = height;
canvas2.width = width;
canvas2.height = height;

Main program

This code, runComposite(), handles the bulk of the work, relying on a number of utility functions to do the hard parts.

js
function createCanvas(op) {
  const canvas = document.createElement("canvas");
  canvas.style.background = `url(${JSON.stringify(op.data)})`;
  canvas.style.border = "1px solid black";
  canvas.style.margin = "5px";
  canvas.width = width / 2;
  canvas.height = height / 2;
  return canvas;
}

function runComposite(op) {
  const dl = document.createElement("dl");
  document.body.appendChild(dl);
  while (gco.length) {
    const pop = gco.pop();
    const dt = document.createElement("dt");
    dt.textContent = pop;
    dl.appendChild(dt);
    const dd = document.createElement("dd");
    const p = document.createElement("p");
    p.textContent = gcoText.pop();
    dd.appendChild(p);

    const canvasToDrawOn = createCanvas(op);
    const canvasToDrawFrom = createCanvas(op);
    const canvasToDrawResult = createCanvas(op);

    let ctx = canvasToDrawResult.getContext("2d");
    ctx.clearRect(0, 0, width, height);
    ctx.save();
    ctx.drawImage(canvas1, 0, 0, width / 2, height / 2);
    ctx.globalCompositeOperation = pop;
    ctx.drawImage(canvas2, 0, 0, width / 2, height / 2);
    ctx.globalCompositeOperation = "source-over";
    ctx.fillStyle = "rgb(0 0 0 / 80%)";
    ctx.fillRect(0, height / 2 - 20, width / 2, 20);
    ctx.fillStyle = "white";
    ctx.font = "14px arial";
    ctx.fillText(pop, 5, height / 2 - 5);
    ctx.restore();

    ctx = canvasToDrawOn.getContext("2d");
    ctx.clearRect(0, 0, width, height);
    ctx.save();
    ctx.drawImage(canvas1, 0, 0, width / 2, height / 2);
    ctx.fillStyle = "rgb(0 0 0 / 80%)";
    ctx.fillRect(0, height / 2 - 20, width / 2, 20);
    ctx.fillStyle = "white";
    ctx.font = "14px arial";
    ctx.fillText("existing content", 5, height / 2 - 5);
    ctx.restore();

    ctx = canvasToDrawFrom.getContext("2d");
    ctx.clearRect(0, 0, width, height);
    ctx.save();
    ctx.drawImage(canvas2, 0, 0, width / 2, height / 2);
    ctx.fillStyle = "rgb(0 0 0 / 80%)";
    ctx.fillRect(0, height / 2 - 20, width / 2, 20);
    ctx.fillStyle = "white";
    ctx.font = "14px arial";
    ctx.fillText("new content", 5, height / 2 - 5);
    ctx.restore();

    dd.appendChild(canvasToDrawOn);
    dd.appendChild(canvasToDrawFrom);
    dd.appendChild(canvasToDrawResult);

    dl.appendChild(dd);
  }
}

Utility functions

The program relies on a number of utility functions.

js
function lightMix() {
  const ctx = canvas2.getContext("2d");
  ctx.save();
  ctx.globalCompositeOperation = "lighter";
  ctx.beginPath();
  ctx.fillStyle = "red";
  ctx.arc(100, 200, 100, Math.PI * 2, 0, false);
  ctx.fill();
  ctx.beginPath();
  ctx.fillStyle = "blue";
  ctx.arc(220, 200, 100, Math.PI * 2, 0, false);
  ctx.fill();
  ctx.beginPath();
  ctx.fillStyle = "lime";
  ctx.arc(160, 100, 100, Math.PI * 2, 0, false);
  ctx.fill();
  ctx.restore();
  ctx.beginPath();
  ctx.fillStyle = "red";
  ctx.fillRect(0, 0, 30, 30);
  ctx.fill();
}
js
function colorSphere() {
  const ctx = canvas1.getContext("2d");
  const width = 360;
  const halfWidth = width / 2;
  const rotate = (1 / 360) * Math.PI * 2; // per degree
  const offset = 0; // scrollbar offset
  const oLeft = -20;
  const oTop = -20;
  for (let n = 0; n <= 359; n++) {
    const gradient = ctx.createLinearGradient(
      oLeft + halfWidth,
      oTop,
      oLeft + halfWidth,
      oTop + halfWidth,
    );
    const color = Color.HSV_RGB({ H: (n + 300) % 360, S: 100, V: 100 });
    gradient.addColorStop(0, "transparent");
    gradient.addColorStop(0.7, `rgb(${color.R} ${color.G} ${color.B})`);
    gradient.addColorStop(1, "white");
    ctx.beginPath();
    ctx.moveTo(oLeft + halfWidth, oTop);
    ctx.lineTo(oLeft + halfWidth, oTop + halfWidth);
    ctx.lineTo(oLeft + halfWidth + 6, oTop);
    ctx.fillStyle = gradient;
    ctx.fill();
    ctx.translate(oLeft + halfWidth, oTop + halfWidth);
    ctx.rotate(rotate);
    ctx.translate(-(oLeft + halfWidth), -(oTop + halfWidth));
  }
  ctx.beginPath();
  ctx.fillStyle = "blue";
  ctx.fillRect(15, 15, 30, 30);
  ctx.fill();
  return ctx.canvas;
}
js
// HSV (1978) = H: Hue / S: Saturation / V: Value
Color = {};
Color.HSV_RGB = (o) => {
  const S = o.S / 100;
  let H = o.H / 360,
    V = o.V / 100;
  let R, G;
  let A, B, C, D;
  if (S === 0) {
    R = G = B = Math.round(V * 255);
  } else {
    if (H >= 1) H = 0;
    H *= 6;
    D = H - Math.floor(H);
    A = Math.round(255 * V * (1 - S));
    B = Math.round(255 * V * (1 - S * D));
    C = Math.round(255 * V * (1 - S * (1 - D)));
    V = Math.round(255 * V);
    switch (Math.floor(H)) {
      case 0:
        R = V;
        G = C;
        B = A;
        break;
      case 1:
        R = B;
        G = V;
        B = A;
        break;
      case 2:
        R = A;
        G = V;
        B = C;
        break;
      case 3:
        R = A;
        G = B;
        B = V;
        break;
      case 4:
        R = C;
        G = A;
        B = V;
        break;
      case 5:
        R = V;
        G = A;
        // B remains unchanged
        break;
    }
  }
  return { R, G, B };
};

function createInterlace(size, color1, color2) {
  const proto = document.createElement("canvas").getContext("2d");
  proto.canvas.width = size * 2;
  proto.canvas.height = size * 2;
  proto.fillStyle = color1; // top-left
  proto.fillRect(0, 0, size, size);
  proto.fillStyle = color2; // top-right
  proto.fillRect(size, 0, size, size);
  proto.fillStyle = color2; // bottom-left
  proto.fillRect(0, size, size, size);
  proto.fillStyle = color1; // bottom-right
  proto.fillRect(size, size, size, size);
  const pattern = proto.createPattern(proto.canvas, "repeat");
  pattern.data = proto.canvas.toDataURL();
  return pattern;
}

const op8x8 = createInterlace(8, "white", "#eeeeee");

Start running

Finally, we call the functions to set everything in motion.

js
lightMix();
colorSphere();
runComposite(op8x8);

Result

Specifications

Specification
HTML
# dom-context-2d-globalcompositeoperation-dev

Browser compatibility

desktop mobile
Chrome
Edge
Firefox
Opera
Safari
Chrome Android
Firefox for Android
Opera Android
Safari on iOS
Samsung Internet
WebView Android
WebView on iOS
globalCompositeOperation
Chrome – Full support
Chrome 1 (Release date: 2008-12-11)
footnote Full support
Edge – Full support
Edge 12 (Release date: 2015-07-29)
footnote Full support
Firefox – Full support
Firefox 1.5 (Release date: 2005-11-29)
footnote Full support
Opera – Full support
Opera 9 (Release date: 2006-06-20)
footnote Full support
Safari – Full support
Safari 2 (Release date: 2005-04-29)
footnote Full support
Chrome Android – Full support
Chrome Android 18 (Release date: 2012-06-27)
footnote Full support
Firefox for Android – Full support
Firefox for Android 4 (Release date: 2011-03-29)
footnote Full support
Opera Android – Full support
Opera Android 10.1 (Release date: 2010-11-09)
footnote Full support
Safari on iOS – Full support
Safari on iOS 1 (Release date: 2007-06-29)
footnote Full support
Samsung Internet – Full support
Samsung Internet 1 (Release date: 2013-04-27)
footnote Full support
WebView Android – Full support
WebView Android 4.4 (Release date: 2013-12-09)
footnote Full support
WebView on iOS – Full support
WebView on iOS 1 (Release date: 2007-06-29)
footnote Full support

Legend

Tip: you can click/tap on a cell for more information.

Full support
Full support

See also