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

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Metal
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
float4 srcdst;
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float _blend_color_luminance(float3 color) {
return dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
float3 _blend_set_color_luminance(float3 hueSatColor, float alpha, float3 lumColor) {
float _0_blend_color_luminance;
{
_0_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
}
float lum = _0_blend_color_luminance;
float _1_blend_color_luminance;
{
_1_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
}
float3 result = (lum - _1_blend_color_luminance) + hueSatColor;
float minComp = min(min(result.x, result.y), result.z);
float maxComp = max(max(result.x, result.y), result.z);
if (minComp < 0.0 && lum != minComp) {
result = lum + ((result - lum) * lum) / (lum - minComp);
}
return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
}
float _blend_color_saturation(float3 color) {
return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
float3 _blend_set_color_saturation_helper(float3 minMidMax, float sat) {
return minMidMax.x < minMidMax.z ? float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : float3(0.0);
}
float3 _blend_set_color_saturation(float3 hueLumColor, float3 satColor) {
float _2_blend_color_saturation;
{
_2_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
}
float sat = _2_blend_color_saturation;
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
float3 _3_blend_set_color_saturation_helper;
{
_3_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? float3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : float3(0.0);
}
hueLumColor.xyz = _3_blend_set_color_saturation_helper;
} else if (hueLumColor.x <= hueLumColor.z) {
float3 _4_blend_set_color_saturation_helper;
float3 _5_minMidMax = hueLumColor.xzy;
{
_4_blend_set_color_saturation_helper = _5_minMidMax.x < _5_minMidMax.z ? float3(0.0, (sat * (_5_minMidMax.y - _5_minMidMax.x)) / (_5_minMidMax.z - _5_minMidMax.x), sat) : float3(0.0);
}
hueLumColor.xzy = _4_blend_set_color_saturation_helper;
} else {
float3 _6_blend_set_color_saturation_helper;
float3 _7_minMidMax = hueLumColor.zxy;
{
_6_blend_set_color_saturation_helper = _7_minMidMax.x < _7_minMidMax.z ? float3(0.0, (sat * (_7_minMidMax.y - _7_minMidMax.x)) / (_7_minMidMax.z - _7_minMidMax.x), sat) : float3(0.0);
}
hueLumColor.zxy = _6_blend_set_color_saturation_helper;
}
} else if (hueLumColor.x <= hueLumColor.z) {
float3 _8_blend_set_color_saturation_helper;
float3 _9_minMidMax = hueLumColor.yxz;
{
_8_blend_set_color_saturation_helper = _9_minMidMax.x < _9_minMidMax.z ? float3(0.0, (sat * (_9_minMidMax.y - _9_minMidMax.x)) / (_9_minMidMax.z - _9_minMidMax.x), sat) : float3(0.0);
}
hueLumColor.yxz = _8_blend_set_color_saturation_helper;
} else if (hueLumColor.y <= hueLumColor.z) {
float3 _10_blend_set_color_saturation_helper;
float3 _11_minMidMax = hueLumColor.yzx;
{
_10_blend_set_color_saturation_helper = _11_minMidMax.x < _11_minMidMax.z ? float3(0.0, (sat * (_11_minMidMax.y - _11_minMidMax.x)) / (_11_minMidMax.z - _11_minMidMax.x), sat) : float3(0.0);
}
hueLumColor.yzx = _10_blend_set_color_saturation_helper;
} else {
float3 _12_blend_set_color_saturation_helper;
float3 _13_minMidMax = hueLumColor.zyx;
{
_12_blend_set_color_saturation_helper = _13_minMidMax.x < _13_minMidMax.z ? float3(0.0, (sat * (_13_minMidMax.y - _13_minMidMax.x)) / (_13_minMidMax.z - _13_minMidMax.x), sat) : float3(0.0);
}
hueLumColor.zyx = _12_blend_set_color_saturation_helper;
}
return hueLumColor;
}
float4 blend_saturation(float4 src, float4 dst) {
float alpha = dst.w * src.w;
float3 sda = src.xyz * dst.w;
float3 dsa = dst.xyz * src.w;
return float4((((_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
_out->sk_FragColor = blend_saturation(_in.src, _in.dst);
return *_out;
}