skia2/tests/sksl/inliner/InlinerCanBeDisabled.glsl
John Stiles bca1b0c955 Add ReducedBlendModeInfo to shared code.
This will allow us to reuse this logic in Graphite.

Change-Id: I649dcd3893a1355af457a2583a6db3066fb87c9a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/532758
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2022-04-22 17:18:31 +00:00

61 lines
2.2 KiB
GLSL

out vec4 sk_FragColor;
uniform vec4 color;
vec4 blend_src_in_h4h4h4(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst) {
return dst * src.w;
}
float blend_color_saturation_Qhh3(vec3 color) {
return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
vec4 blend_hslc_h4h4h4h2(vec4 src, vec4 dst, vec2 flipSat) {
float alpha = dst.w * src.w;
vec3 sda = src.xyz * dst.w;
vec3 dsa = dst.xyz * src.w;
vec3 l = bool(flipSat.x) ? dsa : sda;
vec3 r = bool(flipSat.x) ? sda : dsa;
if (bool(flipSat.y)) {
float _2_mn = min(min(l.x, l.y), l.z);
float _3_mx = max(max(l.x, l.y), l.z);
l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0);
r = dsa;
}
float _4_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), r);
vec3 _5_result = (_4_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), l)) + l;
float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
_5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (_4_lum - _6_minComp));
}
if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
_5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (_7_maxComp - _4_lum);
}
return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 blend_hue_h4h4h4(vec4 src, vec4 dst) {
return blend_hslc_h4h4h4h2(src, dst, vec2(0.0, 1.0));
}
float singleuse_h() {
return 1.25;
}
float add_hhh(float a, float b) {
float c = a + b;
return c;
}
float mul_hhh(float a, float b) {
return a * b;
}
float fma_hhhh(float a, float b, float c) {
return add_hhh(mul_hhh(a, b), c);
}
void main() {
sk_FragColor = vec4(fma_hhhh(color.x, color.y, color.z));
sk_FragColor *= singleuse_h();
sk_FragColor *= blend_src_in_h4h4h4(color.xxyy, color.zzww);
sk_FragColor *= blend_dst_in_h4h4h4(color.xxyy, color.zzww);
sk_FragColor *= blend_hue_h4h4h4(color, color.wwww);
sk_FragColor *= blend_hue_h4h4h4(color, color.wzyx);
}