ed289e777c
This tightens up our intrinsics slightly; after inlining, it eliminates one scratch variable. (We no longer need to copy `sda` into `hueColor` as hueColor is now unchanged.) Change-Id: Iece5ba2fe11cde54481704a1787114a2c2a66d9b Reviewed-on: https://skia-review.googlesource.com/c/skia/+/336599 Commit-Queue: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
74 lines
2.9 KiB
GLSL
74 lines
2.9 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 color;
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float singleuse() {
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return 1.25;
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}
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float add(float a, float b) {
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float c = a + b;
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return c;
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}
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float mul(float a, float b) {
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return a * b;
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}
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float fma(float a, float b, float c) {
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return add(mul(a, b), c);
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}
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vec4 blend_src_in(vec4 src, vec4 dst) {
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return src * dst.w;
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}
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vec4 blend_dst_in(vec4 src, vec4 dst) {
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return blend_src_in(dst, src);
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}
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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 lum = _blend_color_luminance(lumColor);
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vec3 result = (lum - _blend_color_luminance(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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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 sat = _blend_color_saturation(satColor);
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if (hueLumColor.x <= hueLumColor.y) {
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if (hueLumColor.y <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor, sat);
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} else if (hueLumColor.x <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor.xzy, sat).xzy;
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} else {
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return _blend_set_color_saturation_helper(hueLumColor.zxy, sat).yzx;
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}
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} else if (hueLumColor.x <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor.yxz, sat).yxz;
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} else if (hueLumColor.y <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor.yzx, sat).zxy;
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} else {
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return _blend_set_color_saturation_helper(hueLumColor.zyx, sat).zyx;
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}
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}
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vec4 blend_hue(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(sda, dsa), alpha, dsa) + 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 = vec4(fma(color.x, color.y, color.z));
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sk_FragColor *= singleuse();
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sk_FragColor *= blend_src_in(color.xxyy, color.zzww);
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sk_FragColor *= blend_dst_in(color.xxyy, color.zzww);
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sk_FragColor *= blend_hue(color, color.wwww);
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sk_FragColor *= blend_hue(color, color.wzyx);
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}
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