bca1b0c955
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>
35 lines
1.5 KiB
GLSL
35 lines
1.5 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 src;
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uniform vec4 dst;
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float blend_color_saturation_Qhh3(vec3 color) {
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return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
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}
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vec4 blend_hslc_h4h4h4h2(vec4 src, vec4 dst, vec2 flipSat) {
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float alpha = dst.w * src.w;
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vec3 sda = src.xyz * dst.w;
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vec3 dsa = dst.xyz * src.w;
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vec3 l = bool(flipSat.x) ? dsa : sda;
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vec3 r = bool(flipSat.x) ? sda : dsa;
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if (bool(flipSat.y)) {
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float _2_mn = min(min(l.x, l.y), l.z);
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float _3_mx = max(max(l.x, l.y), l.z);
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l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0);
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r = dsa;
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}
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float _4_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), r);
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vec3 _5_result = (_4_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), l)) + l;
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float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
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float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
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if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
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_5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (_4_lum - _6_minComp));
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}
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if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
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_5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (_7_maxComp - _4_lum);
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}
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return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
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}
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void main() {
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sk_FragColor = blend_hslc_h4h4h4h2(src, dst, vec2(1.0, 0.0));
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}
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