feada47df6
This reverts commite81fb87bb4
. Reason for revert: checking results with less-aggressive inliner Original change's description: > Revert "Simplify _blend_set_color_saturation, removing an instruction." > > This reverts commited289e777c
. > > Reason for revert: causing strange artifacts, only on Adreno > > Original change's description: > > Simplify _blend_set_color_saturation, removing an instruction. > > > > 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> > > TBR=brianosman@google.com,johnstiles@google.com > > Change-Id: Ica506467b0a4e03d0cbe482034acfa2d9f8d2c16 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/337560 > Reviewed-by: John Stiles <johnstiles@google.com> TBR=brianosman@google.com,johnstiles@google.com Change-Id: Ia93263f3269c057e7eaa69ca2b05e783d18c0199 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/337944 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
88 lines
3.2 KiB
GLSL
88 lines
3.2 KiB
GLSL
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out vec4 sk_FragColor;
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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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vec4 _0_blend_src_in;
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{
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_0_blend_src_in = dst * src.w;
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}
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return _0_blend_src_in;
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}
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vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
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float _11_blend_color_luminance;
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{
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_11_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
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}
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float lum = _11_blend_color_luminance;
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float _12_blend_color_luminance;
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{
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_12_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
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}
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vec3 result = (lum - _12_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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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 _13_blend_color_saturation;
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{
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_13_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 = _13_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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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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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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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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