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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2020-11-26 03:39:45 +00:00
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float4 src;
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float4 dst;
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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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2020-11-26 03:39:45 +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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2021-03-17 14:58:16 +00:00
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float _blend_overlay_component(float2 s, float2 d) {
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return 2.0 * d.x <= d.y ? (2.0 * s.x) * d.x : s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x);
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}
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float4 blend_overlay(float4 src, float4 dst) {
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float4 result = float4(_blend_overlay_component(src.xw, dst.xw), _blend_overlay_component(src.yw, dst.yw), _blend_overlay_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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result.xyz = result.xyz + dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
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return result;
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}
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float _color_dodge_component(float2 s, float2 d) {
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if (d.x == 0.0) {
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return s.x * (1.0 - d.y);
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} else {
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float delta = s.y - s.x;
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if (delta == 0.0) {
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return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
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} else {
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float _0_n = d.x * s.y;
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delta = min(d.y, _0_n / delta);
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return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
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}
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}
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}
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float _color_burn_component(float2 s, float2 d) {
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if (d.y == d.x) {
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return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
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} else if (s.x == 0.0) {
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return d.x * (1.0 - s.y);
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} else {
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float _1_n = (d.y - d.x) * s.y;
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float delta = max(0.0, d.y - _1_n / s.x);
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return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
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}
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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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float _2_n = (d.x * d.x) * (s.y - 2.0 * s.x);
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return (_2_n / d.y + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0);
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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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float _3_n = ((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;
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return _3_n / DaSqd;
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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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float3 _blend_set_color_luminance(float3 hueSatColor, float alpha, float3 lumColor) {
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float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
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float3 result = (lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor;
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float minComp = min(min(result.x, result.y), result.z);
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float maxComp = max(max(result.x, result.y), result.z);
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if (minComp < 0.0 && lum != minComp) {
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float _4_d = lum - minComp;
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result = lum + (result - lum) * (lum / _4_d);
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}
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if (maxComp > alpha && maxComp != lum) {
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float3 _5_n = (result - lum) * (alpha - lum);
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float _6_d = maxComp - lum;
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return lum + _5_n / _6_d;
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} else {
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return result;
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}
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}
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float3 _blend_set_color_saturation_helper(float3 minMidMax, float sat) {
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if (minMidMax.x < minMidMax.z) {
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float _7_n = sat * (minMidMax.y - minMidMax.x);
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float _8_d = minMidMax.z - minMidMax.x;
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return float3(0.0, _7_n / _8_d, sat);
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} else {
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return float3(0.0);
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}
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}
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float3 _blend_set_color_saturation(float3 hueLumColor, float3 satColor) {
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float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
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if (hueLumColor.x <= hueLumColor.y) {
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if (hueLumColor.y <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor, sat);
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} else if (hueLumColor.x <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor.xzy, sat).xzy;
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} else {
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return _blend_set_color_saturation_helper(hueLumColor.zxy, sat).yzx;
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}
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} else if (hueLumColor.x <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor.yxz, sat).yxz;
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} else if (hueLumColor.y <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor.yzx, sat).zxy;
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} else {
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return _blend_set_color_saturation_helper(hueLumColor.zyx, sat).zyx;
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}
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}
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float4 blend(int mode, float4 src, float4 dst) {
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switch (mode) {
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case 0:
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return float4(0.0);
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case 1:
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return src;
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case 2:
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return dst;
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case 3:
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return src + (1.0 - src.w) * dst;
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case 4:
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return (1.0 - dst.w) * src + dst;
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case 5:
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return src * dst.w;
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case 6:
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return dst * src.w;
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case 7:
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return (1.0 - dst.w) * src;
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case 8:
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return (1.0 - src.w) * dst;
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case 9:
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return dst.w * src + (1.0 - src.w) * dst;
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case 10:
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return (1.0 - dst.w) * src + src.w * dst;
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case 11:
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return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
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case 12:
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return min(src + dst, 1.0);
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case 13:
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return src * dst;
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case 14:
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return src + (1.0 - src) * dst;
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case 15:
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return blend_overlay(src, dst);
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case 16:
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float4 _9_result = src + (1.0 - src.w) * dst;
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_9_result.xyz = min(_9_result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
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return _9_result;
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case 17:
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float4 _10_result = src + (1.0 - src.w) * dst;
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_10_result.xyz = max(_10_result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
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return _10_result;
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case 18:
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return float4(_color_dodge_component(src.xw, dst.xw), _color_dodge_component(src.yw, dst.yw), _color_dodge_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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case 19:
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return float4(_color_burn_component(src.xw, dst.xw), _color_burn_component(src.yw, dst.yw), _color_burn_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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case 20:
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return blend_overlay(dst, src);
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case 21:
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return dst.w == 0.0 ? src : float4(_soft_light_component(src.xw, dst.xw), _soft_light_component(src.yw, dst.yw), _soft_light_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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case 22:
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return float4((src.xyz + dst.xyz) - 2.0 * min(src.xyz * dst.w, dst.xyz * src.w), src.w + (1.0 - src.w) * dst.w);
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case 23:
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return float4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w);
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case 24:
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return float4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
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case 25:
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float _11_alpha = dst.w * src.w;
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float3 _12_sda = src.xyz * dst.w;
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float3 _13_dsa = dst.xyz * src.w;
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return float4((((_blend_set_color_luminance(_blend_set_color_saturation(_12_sda, _13_dsa), _11_alpha, _13_dsa) + dst.xyz) - _13_dsa) + src.xyz) - _12_sda, (src.w + dst.w) - _11_alpha);
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case 26:
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float _14_alpha = dst.w * src.w;
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float3 _15_sda = src.xyz * dst.w;
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float3 _16_dsa = dst.xyz * src.w;
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return float4((((_blend_set_color_luminance(_blend_set_color_saturation(_16_dsa, _15_sda), _14_alpha, _16_dsa) + dst.xyz) - _16_dsa) + src.xyz) - _15_sda, (src.w + dst.w) - _14_alpha);
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case 27:
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float _17_alpha = dst.w * src.w;
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float3 _18_sda = src.xyz * dst.w;
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float3 _19_dsa = dst.xyz * src.w;
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return float4((((_blend_set_color_luminance(_18_sda, _17_alpha, _19_dsa) + dst.xyz) - _19_dsa) + src.xyz) - _18_sda, (src.w + dst.w) - _17_alpha);
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case 28:
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float _20_alpha = dst.w * src.w;
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float3 _21_sda = src.xyz * dst.w;
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float3 _22_dsa = dst.xyz * src.w;
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return float4((((_blend_set_color_luminance(_22_dsa, _20_alpha, _21_sda) + dst.xyz) - _22_dsa) + src.xyz) - _21_sda, (src.w + dst.w) - _20_alpha);
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default:
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return float4(0.0);
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}
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}
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2020-11-26 03:39:45 +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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2021-03-17 14:58:16 +00:00
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_out.sk_FragColor = blend(13, _uniforms.src, _uniforms.dst);
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2021-01-19 18:07:55 +00:00
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return _out;
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2020-11-26 03:39:45 +00:00
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}
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