9878d9e62f
Previously, we copied intrinsic functions in a totally arbitrary order; it used an unordered_set of pointers, so it could be affected by switching standard libraries OR by malloc nondeterminism. (Surprisingly, it was fairly consistent in practice on OS X/Linux.) This CL sorts the intrinsic functions into a consistent order before copying them. Change-Id: If90342bb77a9ae237a3ce91be3a9847311a722c4 Bug: skia:10749 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/318700 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
100 lines
4.5 KiB
GLSL
100 lines
4.5 KiB
GLSL
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uniform vec4 src, dst;
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float _blend_color_luminance(vec3 color) {
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return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
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}
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vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
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float _0_blend_color_luminance;
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{
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_0_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
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}
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float lum = _0_blend_color_luminance;
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float _1_blend_color_luminance;
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{
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_1_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
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}
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vec3 result = (lum - _1_blend_color_luminance) + 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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return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
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}
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float _blend_color_saturation(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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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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vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
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float _2_blend_color_saturation;
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{
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_2_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
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}
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float sat = _2_blend_color_saturation;
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if (hueLumColor.x <= hueLumColor.y) {
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if (hueLumColor.y <= hueLumColor.z) {
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vec3 _3_blend_set_color_saturation_helper;
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{
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_3_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? vec3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : vec3(0.0);
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}
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hueLumColor.xyz = _3_blend_set_color_saturation_helper;
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} else if (hueLumColor.x <= hueLumColor.z) {
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vec3 _4_blend_set_color_saturation_helper;
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vec3 _5_minMidMax = hueLumColor.xzy;
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{
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_4_blend_set_color_saturation_helper = _5_minMidMax.x < _5_minMidMax.z ? vec3(0.0, (sat * (_5_minMidMax.y - _5_minMidMax.x)) / (_5_minMidMax.z - _5_minMidMax.x), sat) : vec3(0.0);
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}
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hueLumColor.xzy = _4_blend_set_color_saturation_helper;
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} else {
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vec3 _6_blend_set_color_saturation_helper;
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vec3 _7_minMidMax = hueLumColor.zxy;
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{
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_6_blend_set_color_saturation_helper = _7_minMidMax.x < _7_minMidMax.z ? vec3(0.0, (sat * (_7_minMidMax.y - _7_minMidMax.x)) / (_7_minMidMax.z - _7_minMidMax.x), sat) : vec3(0.0);
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}
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hueLumColor.zxy = _6_blend_set_color_saturation_helper;
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}
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} else if (hueLumColor.x <= hueLumColor.z) {
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vec3 _8_blend_set_color_saturation_helper;
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vec3 _9_minMidMax = hueLumColor.yxz;
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{
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_8_blend_set_color_saturation_helper = _9_minMidMax.x < _9_minMidMax.z ? vec3(0.0, (sat * (_9_minMidMax.y - _9_minMidMax.x)) / (_9_minMidMax.z - _9_minMidMax.x), sat) : vec3(0.0);
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}
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hueLumColor.yxz = _8_blend_set_color_saturation_helper;
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} else if (hueLumColor.y <= hueLumColor.z) {
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vec3 _10_blend_set_color_saturation_helper;
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vec3 _11_minMidMax = hueLumColor.yzx;
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{
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_10_blend_set_color_saturation_helper = _11_minMidMax.x < _11_minMidMax.z ? vec3(0.0, (sat * (_11_minMidMax.y - _11_minMidMax.x)) / (_11_minMidMax.z - _11_minMidMax.x), sat) : vec3(0.0);
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}
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hueLumColor.yzx = _10_blend_set_color_saturation_helper;
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} else {
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vec3 _12_blend_set_color_saturation_helper;
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vec3 _13_minMidMax = hueLumColor.zyx;
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{
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_12_blend_set_color_saturation_helper = _13_minMidMax.x < _13_minMidMax.z ? vec3(0.0, (sat * (_13_minMidMax.y - _13_minMidMax.x)) / (_13_minMidMax.z - _13_minMidMax.x), sat) : vec3(0.0);
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}
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hueLumColor.zyx = _12_blend_set_color_saturation_helper;
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}
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return hueLumColor;
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}
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vec4 blend_saturation(vec4 src, vec4 dst) {
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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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return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
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}
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vec4 main() {
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return blend_saturation(src, dst);
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}
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