bfc9be0f77
This will allow us to load these inputs for unit testing in `dm`. Change-Id: Id256ba7c30d3ec94b98048e47af44cf9efe580d5 Bug: skia:11009 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/357282 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
44 lines
2.1 KiB
GLSL
44 lines
2.1 KiB
GLSL
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out vec4 sk_FragColor;
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in vec4 src;
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in vec4 dst;
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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void main() {
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float _1_alpha = dst.w * src.w;
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vec3 _2_sda = src.xyz * dst.w;
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vec3 _3_dsa = dst.xyz * src.w;
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vec3 _4_blend_set_color_saturation;
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float _5_sat = max(max(_2_sda.x, _2_sda.y), _2_sda.z) - min(min(_2_sda.x, _2_sda.y), _2_sda.z);
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if (_3_dsa.x <= _3_dsa.y) {
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if (_3_dsa.y <= _3_dsa.z) {
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_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa, _5_sat);
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} else if (_3_dsa.x <= _3_dsa.z) {
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_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.xzy, _5_sat).xzy;
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} else {
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_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.zxy, _5_sat).yzx;
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}
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} else if (_3_dsa.x <= _3_dsa.z) {
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_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.yxz, _5_sat).yxz;
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} else if (_3_dsa.y <= _3_dsa.z) {
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_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.yzx, _5_sat).zxy;
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} else {
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_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.zyx, _5_sat).zyx;
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}
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float _7_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_dsa);
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vec3 _8_result = (_7_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _4_blend_set_color_saturation)) + _4_blend_set_color_saturation;
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float _9_minComp = min(min(_8_result.x, _8_result.y), _8_result.z);
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float _10_maxComp = max(max(_8_result.x, _8_result.y), _8_result.z);
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if (_9_minComp < 0.0 && _7_lum != _9_minComp) {
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_8_result = _7_lum + ((_8_result - _7_lum) * _7_lum) / (_7_lum - _9_minComp);
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}
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sk_FragColor = vec4(((((_10_maxComp > _1_alpha && _10_maxComp != _7_lum ? _7_lum + ((_8_result - _7_lum) * (_1_alpha - _7_lum)) / (_10_maxComp - _7_lum) : _8_result) + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha);
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}
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