2021-03-16 14:40:11 +00:00
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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2021-03-15 18:58:57 +00:00
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struct Uniforms {
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2020-10-06 18:43:32 +00:00
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float4 src;
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float4 dst;
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2020-09-25 17:35:58 +00:00
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};
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2021-03-15 18:58:57 +00:00
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struct Inputs {
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};
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2020-09-25 17:35:58 +00:00
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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float _soft_light_component(float2 s, float2 d) {
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if (2.0 * s.x <= s.y) {
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2021-03-19 13:39:44 +00:00
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return (((d.x * d.x) * (s.y - 2.0 * s.x)) / d.y + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0);
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2020-09-25 17:35:58 +00:00
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} else if (4.0 * d.x <= d.y) {
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float DSqd = d.x * d.x;
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float DCub = DSqd * d.x;
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float DaSqd = d.y * d.y;
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float DaCub = DaSqd * d.y;
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2021-03-19 13:39:44 +00:00
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return (((DaSqd * (s.x - d.x * ((3.0 * s.y - 6.0 * s.x) - 1.0)) + ((12.0 * d.y) * DSqd) * (s.y - 2.0 * s.x)) - (16.0 * DCub) * (s.y - 2.0 * s.x)) - DaCub * s.x) / DaSqd;
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2020-09-25 17:35:58 +00:00
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} else {
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return ((d.x * ((s.y - 2.0 * s.x) + 1.0) + s.x) - sqrt(d.y * d.x) * (s.y - 2.0 * s.x)) - d.y * s.x;
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}
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}
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2020-11-18 20:38:39 +00:00
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2021-03-15 18:58:57 +00:00
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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2021-01-19 18:07:55 +00:00
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Outputs _out;
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2021-01-22 03:24:28 +00:00
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(void)_out;
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2021-03-15 18:58:57 +00:00
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_out.sk_FragColor = _uniforms.dst.w == 0.0 ? _uniforms.src : float4(_soft_light_component(_uniforms.src.xw, _uniforms.dst.xw), _soft_light_component(_uniforms.src.yw, _uniforms.dst.yw), _soft_light_component(_uniforms.src.zw, _uniforms.dst.zw), _uniforms.src.w + (1.0 - _uniforms.src.w) * _uniforms.dst.w);
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2021-01-19 18:07:55 +00:00
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return _out;
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2020-09-25 17:35:58 +00:00
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}
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