skia2/tests/sksl/blend/golden/BlendHue.glsl
John Stiles 0f37907ac7 Undo call-count fix for intrinsic functions.
This CL is conceptually a revert of http://review.skia.org/320258,
although the code has changed shape a bit since that CL was landed.

This fix was too aggressive, and can lead to functions being dead-
stripped while they still have an active reference.

Change-Id: I6ce8b0ad9cc2a42e8be8cb10d3a8219149eca6aa
Bug: skia:10776
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/325462
Commit-Queue: John Stiles <johnstiles@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2020-10-12 15:58:27 +00:00

106 lines
4.6 KiB
GLSL

#version 400
out vec4 sk_FragColor;
in vec4 src;
in vec4 dst;
float _blend_color_luminance(vec3 color) {
return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
float _4_blend_color_luminance;
{
_4_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
}
float lum = _4_blend_color_luminance;
float _5_blend_color_luminance;
{
_5_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
}
vec3 result = (lum - _5_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(vec3 color) {
return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
}
vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
float _6_blend_color_saturation;
{
_6_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
}
float sat = _6_blend_color_saturation;
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
vec3 _7_blend_set_color_saturation_helper;
{
_7_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? vec3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : vec3(0.0);
}
hueLumColor.xyz = _7_blend_set_color_saturation_helper;
} else if (hueLumColor.x <= hueLumColor.z) {
vec3 _8_blend_set_color_saturation_helper;
{
_8_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.y ? vec3(0.0, (sat * (hueLumColor.z - hueLumColor.x)) / (hueLumColor.y - hueLumColor.x), sat) : vec3(0.0);
}
hueLumColor.xzy = _8_blend_set_color_saturation_helper;
} else {
vec3 _9_blend_set_color_saturation_helper;
{
_9_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.y ? vec3(0.0, (sat * (hueLumColor.x - hueLumColor.z)) / (hueLumColor.y - hueLumColor.z), sat) : vec3(0.0);
}
hueLumColor.zxy = _9_blend_set_color_saturation_helper;
}
} else if (hueLumColor.x <= hueLumColor.z) {
vec3 _10_blend_set_color_saturation_helper;
{
_10_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.z ? vec3(0.0, (sat * (hueLumColor.x - hueLumColor.y)) / (hueLumColor.z - hueLumColor.y), sat) : vec3(0.0);
}
hueLumColor.yxz = _10_blend_set_color_saturation_helper;
} else if (hueLumColor.y <= hueLumColor.z) {
vec3 _11_blend_set_color_saturation_helper;
{
_11_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.x ? vec3(0.0, (sat * (hueLumColor.z - hueLumColor.y)) / (hueLumColor.x - hueLumColor.y), sat) : vec3(0.0);
}
hueLumColor.yzx = _11_blend_set_color_saturation_helper;
} else {
vec3 _12_blend_set_color_saturation_helper;
{
_12_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.x ? vec3(0.0, (sat * (hueLumColor.y - hueLumColor.z)) / (hueLumColor.x - hueLumColor.z), sat) : vec3(0.0);
}
hueLumColor.zyx = _12_blend_set_color_saturation_helper;
}
return hueLumColor;
}
vec4 blend_hue(vec4 src, vec4 dst) {
float alpha = dst.w * src.w;
vec3 sda = src.xyz * dst.w;
vec3 dsa = dst.xyz * src.w;
return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
void main() {
vec4 _0_blend_hue;
{
float _1_alpha = dst.w * src.w;
vec3 _2_sda = src.xyz * dst.w;
vec3 _3_dsa = dst.xyz * src.w;
_0_blend_hue = vec4((((_blend_set_color_luminance(_blend_set_color_saturation(_2_sda, _3_dsa), _1_alpha, _3_dsa) + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha);
}
sk_FragColor = _0_blend_hue;
}