skia2/tests/sksl/blend/golden/BlendSaturationStandaloneSettings.glsl
John Stiles aeae3a58e3 Add golden outputs for the Metal backend.
This CL also updates the blend tests to use sk_FragColor instead of
returning a half4, as the Metal backend assumes that a fragment
processor's `main` will return void and always synthesizes a
`return *_out;` at the end.

(context link:
https://osscs.corp.google.com/android/platform/superproject/+/master:external/skqp/src/sksl/SkSLMetalCodeGenerator.cpp;l=803;drc=842d31b14159626054e01dd32826563a8f4214bf )

BYPASS_INCLUSIVE_LANGUAGE_REASON=see http://b/168134166

Change-Id: I330a456bf25ee72d3a29c59cd624625378ae80a0
Bug: skia:10649, skia:10757, skia:10758, skia:10759, skia:10760, skia:10761, skia:10762
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/319409
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2020-09-25 17:46:43 +00:00

101 lines
4.5 KiB
GLSL

out vec4 sk_FragColor;
in vec4 src, dst;
float _blend_color_luminance(vec3 color) {
return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
float _0_blend_color_luminance;
{
_0_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
}
float lum = _0_blend_color_luminance;
float _1_blend_color_luminance;
{
_1_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
}
vec3 result = (lum - _1_blend_color_luminance) + hueSatColor;
float minComp = min(min(result.x, result.y), result.z);
float maxComp = max(max(result.x, result.y), result.z);
if (minComp < 0.0 && lum != minComp) {
result = lum + ((result - lum) * lum) / (lum - minComp);
}
return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
}
float _blend_color_saturation(vec3 color) {
return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
}
vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
float _2_blend_color_saturation;
{
_2_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
}
float sat = _2_blend_color_saturation;
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
vec3 _3_blend_set_color_saturation_helper;
{
_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);
}
hueLumColor.xyz = _3_blend_set_color_saturation_helper;
} else if (hueLumColor.x <= hueLumColor.z) {
vec3 _4_blend_set_color_saturation_helper;
vec3 _5_minMidMax = hueLumColor.xzy;
{
_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);
}
hueLumColor.xzy = _4_blend_set_color_saturation_helper;
} else {
vec3 _6_blend_set_color_saturation_helper;
vec3 _7_minMidMax = hueLumColor.zxy;
{
_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);
}
hueLumColor.zxy = _6_blend_set_color_saturation_helper;
}
} else if (hueLumColor.x <= hueLumColor.z) {
vec3 _8_blend_set_color_saturation_helper;
vec3 _9_minMidMax = hueLumColor.yxz;
{
_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);
}
hueLumColor.yxz = _8_blend_set_color_saturation_helper;
} else if (hueLumColor.y <= hueLumColor.z) {
vec3 _10_blend_set_color_saturation_helper;
vec3 _11_minMidMax = hueLumColor.yzx;
{
_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);
}
hueLumColor.yzx = _10_blend_set_color_saturation_helper;
} else {
vec3 _12_blend_set_color_saturation_helper;
vec3 _13_minMidMax = hueLumColor.zyx;
{
_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);
}
hueLumColor.zyx = _12_blend_set_color_saturation_helper;
}
return hueLumColor;
}
vec4 blend_saturation(vec4 src, vec4 dst) {
float alpha = dst.w * src.w;
vec3 sda = src.xyz * dst.w;
vec3 dsa = dst.xyz * src.w;
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);
}
void main() {
sk_FragColor = blend_saturation(src, dst);
}