ece1d794b9
This will be implemented in Metal and SPIR-V in followup CLs. Change-Id: I397b4db40b15dd54cf1d8a17f414c3fe184b48d2 Bug: skia:10851 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/387638 Auto-Submit: John Stiles <johnstiles@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
16 lines
618 B
GLSL
16 lines
618 B
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_overlay_component_hh2h2(vec2 s, vec2 d) {
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return 2.0 * d.x <= d.y ? (2.0 * s.x) * d.x : s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x);
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}
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vec4 blend_overlay_h4h4h4(vec4 src, vec4 dst) {
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vec4 result = vec4(_blend_overlay_component_hh2h2(src.xw, dst.xw), _blend_overlay_component_hh2h2(src.yw, dst.yw), _blend_overlay_component_hh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
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return result;
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}
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void main() {
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sk_FragColor = blend_overlay_h4h4h4(dst, src);
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}
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