skia2/tests/sksl/workarounds/BlendGuardedDivide.glsl
John Stiles c5b381c479 Use $ prefix on built-in private functions.
This guards against any potential for conflict with user code.

Change-Id: Iecaf3ead5f8ada50b6dc159a4ad9e7f3e371edc7
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/499296
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>
2022-01-25 15:21:42 +00:00

46 lines
2.2 KiB
GLSL

out vec4 sk_FragColor;
in vec4 src;
in vec4 dst;
float color_dodge_component_Qhh2h2(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 {
delta = min(d.y, (d.x * s.y) / (delta + 9.9999999392252903e-09));
return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
}
}
}
float color_burn_component_Qhh2h2(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 delta = max(0.0, d.y - ((d.y - d.x) * s.y) / (s.x + 9.9999999392252903e-09));
return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
}
}
float soft_light_component_Qhh2h2(vec2 s, vec2 d) {
if (2.0 * s.x <= s.y) {
return (((d.x * d.x) * (s.y - 2.0 * s.x)) / (d.y + 9.9999999392252903e-09) + (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;
return (((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) / (DaSqd + 9.9999999392252903e-09);
} 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_Qhh2h2(src.xw, dst.xw), color_dodge_component_Qhh2h2(src.yw, dst.yw), color_dodge_component_Qhh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
sk_FragColor = vec4(color_burn_component_Qhh2h2(src.xw, dst.xw), color_burn_component_Qhh2h2(src.yw, dst.yw), color_burn_component_Qhh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
sk_FragColor = dst.w == 0.0 ? src : vec4(soft_light_component_Qhh2h2(src.xw, dst.xw), soft_light_component_Qhh2h2(src.yw, dst.yw), soft_light_component_Qhh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
}