skia2/tests/sksl/workarounds/BlendGuardedDivideStandaloneSettings.glsl
John Stiles e8b5a73b56 Remove extraneous line-breaks in generated GLSL/Metal code.
I ran into an issue in an upcoming CL which generated a particularly
ugly switch statement:

    switch (x) {
        default:
             discard;}

So I cleaned this up, and while resolving this issue, managed to improve
a bunch of existing codegen as well. The formatting change has been
split out to a separate CL since it impacts so many golden outputs.

Change-Id: I7a6be29903c47560dcc7f6acd3ef15fd0c5c3c50
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384179
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-12 18:39:57 +00:00

50 lines
2.1 KiB
GLSL

out vec4 sk_FragColor;
in vec4 src;
in vec4 dst;
float _color_dodge_component(vec2 s, vec2 d) {
if (d.x == 0.0) {
return s.x * (1.0 - d.y);
} else {
float delta = s.y - s.x;
if (delta == 0.0) {
return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
} else {
float _0_n = d.x * s.y;
delta = min(d.y, _0_n / delta);
return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
}
}
}
float _color_burn_component(vec2 s, vec2 d) {
if (d.y == d.x) {
return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
} else if (s.x == 0.0) {
return d.x * (1.0 - s.y);
} else {
float _1_n = (d.y - d.x) * s.y;
float delta = max(0.0, d.y - _1_n / s.x);
return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
}
}
float _soft_light_component(vec2 s, vec2 d) {
if (2.0 * s.x <= s.y) {
float _2_n = (d.x * d.x) * (s.y - 2.0 * s.x);
return (_2_n / d.y + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0);
} else if (4.0 * d.x <= d.y) {
float DSqd = d.x * d.x;
float DCub = DSqd * d.x;
float DaSqd = d.y * d.y;
float DaCub = DaSqd * d.y;
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;
return _3_n / DaSqd;
} else {
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;
}
}
void main() {
sk_FragColor = vec4(_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);
sk_FragColor = vec4(_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);
sk_FragColor = dst.w == 0.0 ? src : vec4(_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);
}