skia2/tests/sksl/blend/golden/BlendLuminosity.metal

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Metal
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
float4 src;
float4 dst;
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
float _1_alpha;
float3 _2_sda;
float3 _3_dsa;
_1_alpha = _in.dst.w * _in.src.w;
_2_sda = _in.src.xyz * _in.dst.w;
_3_dsa = _in.dst.xyz * _in.src.w;
float _5_lum;
float3 _6_result;
float _7_minComp;
float _8_maxComp;
_5_lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _2_sda);
_6_result = (_5_lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_dsa)) + _3_dsa;
_7_minComp = min(min(_6_result.x, _6_result.y), _6_result.z);
_8_maxComp = max(max(_6_result.x, _6_result.y), _6_result.z);
if (_7_minComp < 0.0 && _5_lum != _7_minComp) {
_6_result = _5_lum + ((_6_result - _5_lum) * _5_lum) / (_5_lum - _7_minComp);
}
_out->sk_FragColor = float4(((((_8_maxComp > _1_alpha && _8_maxComp != _5_lum ? _5_lum + ((_6_result - _5_lum) * (_1_alpha - _5_lum)) / (_8_maxComp - _5_lum) : _6_result) + _in.dst.xyz) - _3_dsa) + _in.src.xyz) - _2_sda, (_in.src.w + _in.dst.w) - _1_alpha);
return *_out;
}