skia2/tests/sksl/blend/golden/BlendSoftLight.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

45 lines
1.6 KiB
GLSL

#version 400
out vec4 sk_FragColor;
in vec4 src, dst;
float _guarded_divide(float n, float d) {
return n / d;
}
float _soft_light_component(vec2 s, vec2 d) {
if (2.0 * s.x <= s.y) {
float _1_guarded_divide;
float _2_n = (d.x * d.x) * (s.y - 2.0 * s.x);
float _3_d = d.y;
{
_1_guarded_divide = _2_n / _3_d;
}
return (_1_guarded_divide + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0);
} else if (4.0 * d.x <= d.y) {
float DSqd = d.x * d.x;
float DCub = DSqd * d.x;
float DaSqd = d.y * d.y;
float DaCub = DaSqd * d.y;
float _4_guarded_divide;
float _5_n = ((DaSqd * (s.x - d.x * ((3.0 * s.y - 6.0 * s.x) - 1.0)) + ((12.0 * d.y) * DSqd) * (s.y - 2.0 * s.x)) - (16.0 * DCub) * (s.y - 2.0 * s.x)) - DaCub * s.x;
{
_4_guarded_divide = _5_n / DaSqd;
}
return _4_guarded_divide;
} else {
return ((d.x * ((s.y - 2.0 * s.x) + 1.0) + s.x) - sqrt(d.y * d.x) * (s.y - 2.0 * s.x)) - d.y * s.x;
}
}
vec4 blend_soft_light(vec4 src, vec4 dst) {
return dst.w == 0.0 ? src : vec4(_soft_light_component(src.xw, dst.xw), _soft_light_component(src.yw, dst.yw), _soft_light_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
}
void main() {
vec4 _0_blend_soft_light;
{
_0_blend_soft_light = dst.w == 0.0 ? src : vec4(_soft_light_component(src.xw, dst.xw), _soft_light_component(src.yw, dst.yw), _soft_light_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
}
sk_FragColor = _0_blend_soft_light;
}