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>
25 lines
1.0 KiB
GLSL
25 lines
1.0 KiB
GLSL
#version 400
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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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vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
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float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
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vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor;
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float minComp = min(min(result.x, result.y), result.z);
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float maxComp = max(max(result.x, result.y), result.z);
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if (minComp < 0.0 && lum != minComp) {
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result = lum + (result - lum) * (lum / (lum - minComp));
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}
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if (maxComp > alpha && maxComp != lum) {
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return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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} else {
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return result;
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}
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}
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void main() {
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float _0_alpha = dst.w * src.w;
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vec3 _1_sda = src.xyz * dst.w;
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vec3 _2_dsa = dst.xyz * src.w;
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sk_FragColor = vec4((((_blend_set_color_luminance_h3h3hh3(_2_dsa, _0_alpha, _1_sda) + dst.xyz) - _2_dsa) + src.xyz) - _1_sda, (src.w + dst.w) - _0_alpha);
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}
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