# SDL_GPUBlendFactor
Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
## Header File
Defined in [<SDL3/SDL_gpu.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h)
## Syntax
```c
typedef enum SDL_GPUBlendFactor
{
SDL_GPU_BLENDFACTOR_INVALID,
SDL_GPU_BLENDFACTOR_ZERO, /**< 0 */
SDL_GPU_BLENDFACTOR_ONE, /**< 1 */
SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< 1 - source color */
SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */
SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */
SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */
SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< blend constant */
SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */
SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */
} SDL_GPUBlendFactor;
```
## Remarks
The source color is the value written by the fragment shader. The
destination color is the value currently existing in the texture.
## Version
This enum is available since SDL 3.2.0.
## See Also
- [SDL_CreateGPUGraphicsPipeline](SDL_CreateGPUGraphicsPipeline)
----
[CategoryAPI](CategoryAPI), [CategoryAPIEnum](CategoryAPIEnum), [CategoryGPU](CategoryGPU)