d43a882ac3
The inliner can do a better job with functions that only have a single return by eliding a temp variable. In this case, it was simple to adapt. Change-Id: I9a5ee26cf546db1b2647cdf95d4cdba6649ea19b Reviewed-on: https://skia-review.googlesource.com/c/skia/+/528160 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
54 lines
2.4 KiB
GLSL
54 lines
2.4 KiB
GLSL
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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_saturation_helper_Qh3h3h(vec3 minMidMax, float sat) {
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if (minMidMax.x < minMidMax.z) {
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return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
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} else {
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return vec3(0.0);
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}
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}
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vec4 blend_hslc_h4h4h4hb(vec4 src, vec4 dst, float flip, bool saturate) {
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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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vec3 l = mix(sda, dsa, flip);
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vec3 r = mix(dsa, sda, flip);
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if (saturate) {
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vec3 _2_blend_set_color_saturation;
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float _3_sat = max(max(r.x, r.y), r.z) - min(min(r.x, r.y), r.z);
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if (l.x <= l.y) {
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if (l.y <= l.z) {
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_2_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l, _3_sat);
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} else if (l.x <= l.z) {
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_2_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.xzy, _3_sat).xzy;
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} else {
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_2_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.zxy, _3_sat).yzx;
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}
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} else if (l.x <= l.z) {
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_2_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.yxz, _3_sat).yxz;
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} else if (l.y <= l.z) {
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_2_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.yzx, _3_sat).zxy;
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} else {
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_2_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.zyx, _3_sat).zyx;
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}
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l = _2_blend_set_color_saturation;
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r = dsa;
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}
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float _4_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), r);
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vec3 _5_result = (_4_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), l)) + l;
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float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
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float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
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if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
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_5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (_4_lum - _6_minComp));
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}
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if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
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_5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (_7_maxComp - _4_lum);
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}
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return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
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}
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void main() {
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sk_FragColor = blend_hslc_h4h4h4hb(src, dst, 1.0, false);
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}
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