1*c8dee2aaSAndroid Build Coastguard Worker// Not exposed in shared module 2*c8dee2aaSAndroid Build Coastguard Worker 3*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType mix($genIType x, $genIType y, $genBType a); 4*c8dee2aaSAndroid Build Coastguard Worker$pure $genBType mix($genBType x, $genBType y, $genBType a); 5*c8dee2aaSAndroid Build Coastguard Worker$pure $genType fma($genType a, $genType b, $genType c); 6*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType fma($genHType a, $genHType b, $genHType c); 7*c8dee2aaSAndroid Build Coastguard Worker $genType frexp($genType x, out $genIType exp); 8*c8dee2aaSAndroid Build Coastguard Worker $genHType frexp($genHType x, out $genIType exp); 9*c8dee2aaSAndroid Build Coastguard Worker$pure $genType ldexp($genType x, in $genIType exp); 10*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType ldexp($genHType x, in $genIType exp); 11*c8dee2aaSAndroid Build Coastguard Worker 12*c8dee2aaSAndroid Build Coastguard Worker$pure uint packSnorm2x16(float2 v); 13*c8dee2aaSAndroid Build Coastguard Worker$pure uint packUnorm4x8(float4 v); 14*c8dee2aaSAndroid Build Coastguard Worker$pure uint packSnorm4x8(float4 v); 15*c8dee2aaSAndroid Build Coastguard Worker$pure float2 unpackSnorm2x16(uint p); 16*c8dee2aaSAndroid Build Coastguard Worker$pure float4 unpackUnorm4x8(uint p); 17*c8dee2aaSAndroid Build Coastguard Worker$pure float4 unpackSnorm4x8(uint p); 18*c8dee2aaSAndroid Build Coastguard Worker$pure uint packHalf2x16(float2 v); 19*c8dee2aaSAndroid Build Coastguard Worker$pure float2 unpackHalf2x16(uint v); 20*c8dee2aaSAndroid Build Coastguard Worker 21*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType bitCount($genIType value); 22*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType bitCount($genUType value); 23*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType findLSB($genIType value); 24*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType findLSB($genUType value); 25*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType findMSB($genIType value); 26*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType findMSB($genUType value); 27*c8dee2aaSAndroid Build Coastguard Worker 28*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2D s, float2 P); 29*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2D s, float3 P); 30*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2D s, float3 P, float bias); 31*c8dee2aaSAndroid Build Coastguard Worker 32*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(samplerExternalOES s, float2 P); 33*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(samplerExternalOES s, float2 P, float bias); 34*c8dee2aaSAndroid Build Coastguard Worker 35*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2DRect s, float2 P); 36*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2DRect s, float3 P); 37*c8dee2aaSAndroid Build Coastguard Worker 38*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sampleLod(sampler2D s, float2 P, float lod); 39*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sampleLod(sampler2D s, float3 P, float lod); 40*c8dee2aaSAndroid Build Coastguard Worker 41*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sampleGrad(sampler2D s, float2, float2 dPdx, float2 dPdy); 42*c8dee2aaSAndroid Build Coastguard Worker 43*c8dee2aaSAndroid Build Coastguard Worker// Currently we do not support the generic types of loading subpassInput so we have some explicit 44*c8dee2aaSAndroid Build Coastguard Worker// versions that we currently use 45*c8dee2aaSAndroid Build Coastguard Worker$pure half4 subpassLoad(subpassInput subpass); 46*c8dee2aaSAndroid Build Coastguard Worker$pure half4 subpassLoad(subpassInputMS subpass, int sample); 47*c8dee2aaSAndroid Build Coastguard Worker 48*c8dee2aaSAndroid Build Coastguard Worker/** Atomically loads the value from `a` and returns it. */ 49*c8dee2aaSAndroid Build Coastguard Worker$pure uint atomicLoad(atomicUint a); 50*c8dee2aaSAndroid Build Coastguard Worker 51*c8dee2aaSAndroid Build Coastguard Worker/** Atomically stores the value of `value` to `a` */ 52*c8dee2aaSAndroid Build Coastguard Workervoid atomicStore(atomicUint a, uint value); 53*c8dee2aaSAndroid Build Coastguard Worker 54*c8dee2aaSAndroid Build Coastguard Worker/** 55*c8dee2aaSAndroid Build Coastguard Worker * Performs an atomic addition of `value` to the contents of `a` and returns the original contents 56*c8dee2aaSAndroid Build Coastguard Worker * of `a` from before the addition occurred. 57*c8dee2aaSAndroid Build Coastguard Worker */ 58*c8dee2aaSAndroid Build Coastguard Workeruint atomicAdd(atomicUint a, uint value); 59*c8dee2aaSAndroid Build Coastguard Worker 60*c8dee2aaSAndroid Build Coastguard Worker// Definitions of functions implementing all of the SkBlendMode blends. 61*c8dee2aaSAndroid Build Coastguard Worker 62*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_clear(half4 src, half4 dst) { return half4(0); } 63*c8dee2aaSAndroid Build Coastguard Worker 64*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src(half4 src, half4 dst) { return src; } 65*c8dee2aaSAndroid Build Coastguard Worker 66*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst(half4 src, half4 dst) { return dst; } 67*c8dee2aaSAndroid Build Coastguard Worker 68*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src_over(half4 src, half4 dst) { return src + (1 - src.a)*dst; } 69*c8dee2aaSAndroid Build Coastguard Worker 70*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst_over(half4 src, half4 dst) { return (1 - dst.a)*src + dst; } 71*c8dee2aaSAndroid Build Coastguard Worker 72*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src_in(half4 src, half4 dst) { return src*dst.a; } 73*c8dee2aaSAndroid Build Coastguard Worker 74*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst_in(half4 src, half4 dst) { return dst*src.a; } 75*c8dee2aaSAndroid Build Coastguard Worker 76*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src_out(half4 src, half4 dst) { return (1 - dst.a)*src; } 77*c8dee2aaSAndroid Build Coastguard Worker 78*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst_out(half4 src, half4 dst) { return (1 - src.a)*dst; } 79*c8dee2aaSAndroid Build Coastguard Worker 80*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src_atop(half4 src, half4 dst) { return dst.a*src + (1 - src.a)*dst; } 81*c8dee2aaSAndroid Build Coastguard Worker 82*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst_atop(half4 src, half4 dst) { return (1 - dst.a) * src + src.a*dst; } 83*c8dee2aaSAndroid Build Coastguard Worker 84*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_xor(half4 src, half4 dst) { return (1 - dst.a)*src + (1 - src.a)*dst; } 85*c8dee2aaSAndroid Build Coastguard Worker 86*c8dee2aaSAndroid Build Coastguard Worker// This multi-purpose Porter-Duff blend function can perform any of the twelve blends above, 87*c8dee2aaSAndroid Build Coastguard Worker// when passed one of the following values for BlendOp: 88*c8dee2aaSAndroid Build Coastguard Worker// - Clear: 0*src + 0*dst = (0 + 0*dstA)*src + (0 + 0*srcA)*dst = (0, 0, 0, 0) 89*c8dee2aaSAndroid Build Coastguard Worker// - Src: 1*src + 0*dst = (1 + 0*dstA)*src + (0 + 0*srcA)*dst = (1, 0, 0, 0) 90*c8dee2aaSAndroid Build Coastguard Worker// - Dst: 0*src + 1*dst = (0 + 0*dstA)*src + (1 + 0*srcA)*dst = (0, 1, 0, 0) 91*c8dee2aaSAndroid Build Coastguard Worker// - SrcOver: 1*src + (1-srcA)*dst = (1 + 0*dstA)*src + (1 + -1*srcA)*dst = (1, 1, 0, -1) 92*c8dee2aaSAndroid Build Coastguard Worker// - DstOver: (1-dstA)*src + 1*dst = (1 + -1*dstA)*src + (1 + 0*srcA)*dst = (1, 1, -1, 0) 93*c8dee2aaSAndroid Build Coastguard Worker// - SrcIn: dstA*src + 0*dst = (0 + 1*dstA)*src + (0 + 0*srcA)*dst = (0, 0, 1, 0) 94*c8dee2aaSAndroid Build Coastguard Worker// - DstIn: 0*src + srcA*dst = (0 + 0*dstA)*src + (0 + 1*srcA)*dst = (0, 0, 0, 1) 95*c8dee2aaSAndroid Build Coastguard Worker// - SrcOut: (1-dstA)*src + 0*dst = (1 + -1*dstA)*src + (0 + 0*srcA)*dst = (1, 0, -1, 0) 96*c8dee2aaSAndroid Build Coastguard Worker// - DstOut: 0*src + (1-srcA)*dst = (0 + 0*dstA)*src + (1 + -1*srcA)*dst = (0, 1, 0, -1) 97*c8dee2aaSAndroid Build Coastguard Worker// - SrcATop: dstA*src + (1-srcA)*dst = (0 + 1*dstA)*src + (1 + -1*srcA)*dst = (0, 1, 1, -1) 98*c8dee2aaSAndroid Build Coastguard Worker// - DstATop: (1-dstA)*src + srcA*dst = (1 + -1*dstA)*src + (0 + 1*srcA)*dst = (1, 0, -1, 1) 99*c8dee2aaSAndroid Build Coastguard Worker// - Xor: (1-dstA)*src + (1-srcA)*dst = (1 + -1*dstA)*src + (1 + -1*srcA)*dst = (1, 1, -1, -1) 100*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_porter_duff(half4 blendOp, half4 src, half4 dst) { 101*c8dee2aaSAndroid Build Coastguard Worker // The supported blend modes all have coefficients that are of the form (C + S*alpha), where 102*c8dee2aaSAndroid Build Coastguard Worker // alpha is the other color's alpha channel. C can be 0 or 1, S can be -1, 0, or 1. 103*c8dee2aaSAndroid Build Coastguard Worker half2 coeff = blendOp.xy + blendOp.zw * half2(dst.a, src.a); 104*c8dee2aaSAndroid Build Coastguard Worker return src * coeff.x + dst * coeff.y; 105*c8dee2aaSAndroid Build Coastguard Worker} 106*c8dee2aaSAndroid Build Coastguard Worker 107*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_plus(half4 src, half4 dst) { return min(src + dst, 1); } 108*c8dee2aaSAndroid Build Coastguard Worker 109*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_modulate(half4 src, half4 dst) { return src*dst; } 110*c8dee2aaSAndroid Build Coastguard Worker 111*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_screen(half4 src, half4 dst) { return src + (1 - src)*dst; } 112*c8dee2aaSAndroid Build Coastguard Worker 113*c8dee2aaSAndroid Build Coastguard Worker$pure half $blend_overlay_component(half2 s, half2 d) { 114*c8dee2aaSAndroid Build Coastguard Worker return (2*d.x <= d.y) ? 2*s.x*d.x 115*c8dee2aaSAndroid Build Coastguard Worker : s.y*d.y - 2*(d.y - d.x)*(s.y - s.x); 116*c8dee2aaSAndroid Build Coastguard Worker} 117*c8dee2aaSAndroid Build Coastguard Worker 118*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_overlay(half4 src, half4 dst) { 119*c8dee2aaSAndroid Build Coastguard Worker half4 result = half4($blend_overlay_component(src.ra, dst.ra), 120*c8dee2aaSAndroid Build Coastguard Worker $blend_overlay_component(src.ga, dst.ga), 121*c8dee2aaSAndroid Build Coastguard Worker $blend_overlay_component(src.ba, dst.ba), 122*c8dee2aaSAndroid Build Coastguard Worker src.a + (1 - src.a)*dst.a); 123*c8dee2aaSAndroid Build Coastguard Worker result.rgb += dst.rgb*(1 - src.a) + src.rgb*(1 - dst.a); 124*c8dee2aaSAndroid Build Coastguard Worker return result; 125*c8dee2aaSAndroid Build Coastguard Worker} 126*c8dee2aaSAndroid Build Coastguard Worker 127*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_overlay(half flip, half4 a, half4 b) { 128*c8dee2aaSAndroid Build Coastguard Worker return blend_overlay(bool(flip) ? b : a, bool(flip) ? a : b); 129*c8dee2aaSAndroid Build Coastguard Worker} 130*c8dee2aaSAndroid Build Coastguard Worker 131*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_lighten(half4 src, half4 dst) { 132*c8dee2aaSAndroid Build Coastguard Worker half4 result = blend_src_over(src, dst); 133*c8dee2aaSAndroid Build Coastguard Worker result.rgb = max(result.rgb, (1 - dst.a)*src.rgb + dst.rgb); 134*c8dee2aaSAndroid Build Coastguard Worker return result; 135*c8dee2aaSAndroid Build Coastguard Worker} 136*c8dee2aaSAndroid Build Coastguard Worker 137*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_darken(half mode /* darken: 1, lighten: -1 */, half4 src, half4 dst) { 138*c8dee2aaSAndroid Build Coastguard Worker half4 a = blend_src_over(src, dst); 139*c8dee2aaSAndroid Build Coastguard Worker half3 b = (1 - dst.a) * src.rgb + dst.rgb; // DstOver.rgb 140*c8dee2aaSAndroid Build Coastguard Worker a.rgb = mode * min(a.rgb * mode, b.rgb * mode); 141*c8dee2aaSAndroid Build Coastguard Worker return a; 142*c8dee2aaSAndroid Build Coastguard Worker} 143*c8dee2aaSAndroid Build Coastguard Worker 144*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_darken(half4 src, half4 dst) { 145*c8dee2aaSAndroid Build Coastguard Worker return blend_darken(1, src, dst); 146*c8dee2aaSAndroid Build Coastguard Worker} 147*c8dee2aaSAndroid Build Coastguard Worker 148*c8dee2aaSAndroid Build Coastguard Worker// A useful constant to check against when dividing a half-precision denominator. 149*c8dee2aaSAndroid Build Coastguard Worker// Denormal half floats (values less than this) will compare not-equal to 0 but can easily cause the 150*c8dee2aaSAndroid Build Coastguard Worker// division to overflow to infinity. Even regular values can overflow given the low maximum value. 151*c8dee2aaSAndroid Build Coastguard Worker// For instance, any value x > ~3.998 will overflow when divided by $kMinNormalHalf. This is a 152*c8dee2aaSAndroid Build Coastguard Worker// reasonable value even for wide gamut colors being input to these blend functions, but the 153*c8dee2aaSAndroid Build Coastguard Worker// most correct denominator check is to treat anything with `denom < x/F16_MAX` as division by 0. 154*c8dee2aaSAndroid Build Coastguard Workerconst half $kMinNormalHalf = 1.0 / (1 << 14); 155*c8dee2aaSAndroid Build Coastguard Worker 156*c8dee2aaSAndroid Build Coastguard Workerconst half $kGuardedDivideEpsilon = sk_Caps.mustGuardDivisionEvenAfterExplicitZeroCheck 157*c8dee2aaSAndroid Build Coastguard Worker ? 0.00000001 158*c8dee2aaSAndroid Build Coastguard Worker : 0.0; 159*c8dee2aaSAndroid Build Coastguard Worker 160*c8dee2aaSAndroid Build Coastguard Worker$pure inline half $guarded_divide(half n, half d) { 161*c8dee2aaSAndroid Build Coastguard Worker return n / (d + $kGuardedDivideEpsilon); 162*c8dee2aaSAndroid Build Coastguard Worker} 163*c8dee2aaSAndroid Build Coastguard Worker 164*c8dee2aaSAndroid Build Coastguard Worker$pure inline half3 $guarded_divide(half3 n, half d) { 165*c8dee2aaSAndroid Build Coastguard Worker return n / (d + $kGuardedDivideEpsilon); 166*c8dee2aaSAndroid Build Coastguard Worker} 167*c8dee2aaSAndroid Build Coastguard Worker 168*c8dee2aaSAndroid Build Coastguard Worker$pure half $color_dodge_component(half2 s, half2 d) { 169*c8dee2aaSAndroid Build Coastguard Worker // The following is a single flow of control implementation of: 170*c8dee2aaSAndroid Build Coastguard Worker // if (d.x == 0) { 171*c8dee2aaSAndroid Build Coastguard Worker // return s.x*(1 - d.y); 172*c8dee2aaSAndroid Build Coastguard Worker // } else { 173*c8dee2aaSAndroid Build Coastguard Worker // half delta = s.y - s.x; 174*c8dee2aaSAndroid Build Coastguard Worker // if (delta == 0) { 175*c8dee2aaSAndroid Build Coastguard Worker // return s.y*d.y + s.x*(1 - d.y) + d.x*(1 - s.y); 176*c8dee2aaSAndroid Build Coastguard Worker // } else { 177*c8dee2aaSAndroid Build Coastguard Worker // delta = min(d.y, $guarded_divide(d.x*s.y, delta)); 178*c8dee2aaSAndroid Build Coastguard Worker // return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y); 179*c8dee2aaSAndroid Build Coastguard Worker // } 180*c8dee2aaSAndroid Build Coastguard Worker // } 181*c8dee2aaSAndroid Build Coastguard Worker // 182*c8dee2aaSAndroid Build Coastguard Worker // When d.x == 0, then dxScale forces delta to 0 and simplifying the return value to s.x*(1-d.y) 183*c8dee2aaSAndroid Build Coastguard Worker // When s.y-s.x == 0, the mix selects d.y and min(d.y, d.y) leaves delta = d.y 184*c8dee2aaSAndroid Build Coastguard Worker // Otherwise the mix selects the delta expression in the final else branch. 185*c8dee2aaSAndroid Build Coastguard Worker half dxScale = d.x == 0 ? 0 : 1; 186*c8dee2aaSAndroid Build Coastguard Worker half delta = dxScale * min(d.y, abs(s.y-s.x) >= $kMinNormalHalf 187*c8dee2aaSAndroid Build Coastguard Worker ? $guarded_divide(d.x*s.y, s.y-s.x) 188*c8dee2aaSAndroid Build Coastguard Worker : d.y); 189*c8dee2aaSAndroid Build Coastguard Worker return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y); 190*c8dee2aaSAndroid Build Coastguard Worker} 191*c8dee2aaSAndroid Build Coastguard Worker 192*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_color_dodge(half4 src, half4 dst) { 193*c8dee2aaSAndroid Build Coastguard Worker return half4($color_dodge_component(src.ra, dst.ra), 194*c8dee2aaSAndroid Build Coastguard Worker $color_dodge_component(src.ga, dst.ga), 195*c8dee2aaSAndroid Build Coastguard Worker $color_dodge_component(src.ba, dst.ba), 196*c8dee2aaSAndroid Build Coastguard Worker src.a + (1 - src.a)*dst.a); 197*c8dee2aaSAndroid Build Coastguard Worker} 198*c8dee2aaSAndroid Build Coastguard Worker 199*c8dee2aaSAndroid Build Coastguard Worker$pure half $color_burn_component(half2 s, half2 d) { 200*c8dee2aaSAndroid Build Coastguard Worker // The following is a single flow of control implementation of: 201*c8dee2aaSAndroid Build Coastguard Worker // if (d.y == d.x) { 202*c8dee2aaSAndroid Build Coastguard Worker // return s.y*d.y + s.x*(1 - d.y) + d.x*(1 - s.y); 203*c8dee2aaSAndroid Build Coastguard Worker // } else if (s.x == 0) { 204*c8dee2aaSAndroid Build Coastguard Worker // return d.x*(1 - s.y); 205*c8dee2aaSAndroid Build Coastguard Worker // } else { 206*c8dee2aaSAndroid Build Coastguard Worker // half delta = max(0, d.y - $guarded_divide((d.y - d.x)*s.y, s.x)); 207*c8dee2aaSAndroid Build Coastguard Worker // return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y); 208*c8dee2aaSAndroid Build Coastguard Worker // } 209*c8dee2aaSAndroid Build Coastguard Worker // 210*c8dee2aaSAndroid Build Coastguard Worker // When d.y == d.x, dyTerm is d.y. If s.x is also 0, the second ternary selects d.y, matching 211*c8dee2aaSAndroid Build Coastguard Worker // the first if condition. If s.x is not 0, then the $guarded_divide() evaluates to 0 and delta 212*c8dee2aaSAndroid Build Coastguard Worker // still evaluates to d.y. 213*c8dee2aaSAndroid Build Coastguard Worker // 214*c8dee2aaSAndroid Build Coastguard Worker // When d.y != d.x but s.x is 0, then dyTerm is 0 and the delta selects 0, matching the second 215*c8dee2aaSAndroid Build Coastguard Worker // if condition. 216*c8dee2aaSAndroid Build Coastguard Worker // 217*c8dee2aaSAndroid Build Coastguard Worker // Lastly, when d.y != d.x and s.x != 0, the delta evaluates to "d.y - min(d.y, 218*c8dee2aaSAndroid Build Coastguard Worker // $guarded_divide(...))", which is equivalent to max(0, d.y - $guarded_divide) except that it 219*c8dee2aaSAndroid Build Coastguard Worker // has the benefit of not wrapping the d.y evaluation in a max() to preserve the unclamped 220*c8dee2aaSAndroid Build Coastguard Worker // behavior when d.y == d.x. 221*c8dee2aaSAndroid Build Coastguard Worker half dyTerm = d.y == d.x ? d.y : 0; 222*c8dee2aaSAndroid Build Coastguard Worker half delta = abs(s.x) >= $kMinNormalHalf 223*c8dee2aaSAndroid Build Coastguard Worker ? d.y - min(d.y, $guarded_divide((d.y - d.x)*s.y, s.x)) 224*c8dee2aaSAndroid Build Coastguard Worker : dyTerm; 225*c8dee2aaSAndroid Build Coastguard Worker return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y); 226*c8dee2aaSAndroid Build Coastguard Worker} 227*c8dee2aaSAndroid Build Coastguard Worker 228*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_color_burn(half4 src, half4 dst) { 229*c8dee2aaSAndroid Build Coastguard Worker return half4($color_burn_component(src.ra, dst.ra), 230*c8dee2aaSAndroid Build Coastguard Worker $color_burn_component(src.ga, dst.ga), 231*c8dee2aaSAndroid Build Coastguard Worker $color_burn_component(src.ba, dst.ba), 232*c8dee2aaSAndroid Build Coastguard Worker src.a + (1 - src.a)*dst.a); 233*c8dee2aaSAndroid Build Coastguard Worker} 234*c8dee2aaSAndroid Build Coastguard Worker 235*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_hard_light(half4 src, half4 dst) { 236*c8dee2aaSAndroid Build Coastguard Worker return blend_overlay(dst, src); 237*c8dee2aaSAndroid Build Coastguard Worker} 238*c8dee2aaSAndroid Build Coastguard Worker 239*c8dee2aaSAndroid Build Coastguard Worker$pure half $soft_light_component(half2 s, half2 d) { 240*c8dee2aaSAndroid Build Coastguard Worker if (2*s.x <= s.y) { 241*c8dee2aaSAndroid Build Coastguard Worker return $guarded_divide(d.x*d.x*(s.y - 2*s.x), d.y) + (1 - d.y)*s.x + d.x*(-s.y + 2*s.x + 1); 242*c8dee2aaSAndroid Build Coastguard Worker } else if (4.0 * d.x <= d.y) { 243*c8dee2aaSAndroid Build Coastguard Worker half DSqd = d.x*d.x; 244*c8dee2aaSAndroid Build Coastguard Worker half DCub = DSqd*d.x; 245*c8dee2aaSAndroid Build Coastguard Worker half DaSqd = d.y*d.y; 246*c8dee2aaSAndroid Build Coastguard Worker half DaCub = DaSqd*d.y; 247*c8dee2aaSAndroid Build Coastguard Worker return $guarded_divide(DaSqd*(s.x - d.x*(3*s.y - 6*s.x - 1)) + 12*d.y*DSqd*(s.y - 2*s.x) 248*c8dee2aaSAndroid Build Coastguard Worker - 16*DCub * (s.y - 2*s.x) - DaCub*s.x, DaSqd); 249*c8dee2aaSAndroid Build Coastguard Worker } else { 250*c8dee2aaSAndroid Build Coastguard Worker return d.x*(s.y - 2*s.x + 1) + s.x - sqrt(d.y*d.x)*(s.y - 2*s.x) - d.y*s.x; 251*c8dee2aaSAndroid Build Coastguard Worker } 252*c8dee2aaSAndroid Build Coastguard Worker} 253*c8dee2aaSAndroid Build Coastguard Worker 254*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_soft_light(half4 src, half4 dst) { 255*c8dee2aaSAndroid Build Coastguard Worker return (dst.a == 0) ? src : half4($soft_light_component(src.ra, dst.ra), 256*c8dee2aaSAndroid Build Coastguard Worker $soft_light_component(src.ga, dst.ga), 257*c8dee2aaSAndroid Build Coastguard Worker $soft_light_component(src.ba, dst.ba), 258*c8dee2aaSAndroid Build Coastguard Worker src.a + (1 - src.a)*dst.a); 259*c8dee2aaSAndroid Build Coastguard Worker} 260*c8dee2aaSAndroid Build Coastguard Worker 261*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_difference(half4 src, half4 dst) { 262*c8dee2aaSAndroid Build Coastguard Worker return half4(src.rgb + dst.rgb - 2*min(src.rgb*dst.a, dst.rgb*src.a), 263*c8dee2aaSAndroid Build Coastguard Worker src.a + (1 - src.a)*dst.a); 264*c8dee2aaSAndroid Build Coastguard Worker} 265*c8dee2aaSAndroid Build Coastguard Worker 266*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_exclusion(half4 src, half4 dst) { 267*c8dee2aaSAndroid Build Coastguard Worker return half4(dst.rgb + src.rgb - 2*dst.rgb*src.rgb, src.a + (1 - src.a)*dst.a); 268*c8dee2aaSAndroid Build Coastguard Worker} 269*c8dee2aaSAndroid Build Coastguard Worker 270*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_multiply(half4 src, half4 dst) { 271*c8dee2aaSAndroid Build Coastguard Worker return half4((1 - src.a)*dst.rgb + (1 - dst.a)*src.rgb + src.rgb*dst.rgb, 272*c8dee2aaSAndroid Build Coastguard Worker src.a + (1 - src.a)*dst.a); 273*c8dee2aaSAndroid Build Coastguard Worker} 274*c8dee2aaSAndroid Build Coastguard Worker 275*c8dee2aaSAndroid Build Coastguard Worker$pure half $blend_color_luminance(half3 color) { return dot(half3(0.3, 0.59, 0.11), color); } 276*c8dee2aaSAndroid Build Coastguard Worker 277*c8dee2aaSAndroid Build Coastguard Worker$pure half3 $blend_set_color_luminance(half3 hueSatColor, half alpha, half3 lumColor) { 278*c8dee2aaSAndroid Build Coastguard Worker half lum = $blend_color_luminance(lumColor); 279*c8dee2aaSAndroid Build Coastguard Worker half3 result = lum - $blend_color_luminance(hueSatColor) + hueSatColor; 280*c8dee2aaSAndroid Build Coastguard Worker half minComp = min(min(result.r, result.g), result.b); 281*c8dee2aaSAndroid Build Coastguard Worker half maxComp = max(max(result.r, result.g), result.b); 282*c8dee2aaSAndroid Build Coastguard Worker if (minComp < 0 && lum != minComp) { 283*c8dee2aaSAndroid Build Coastguard Worker result = lum + (result - lum) * $guarded_divide(lum, (lum - minComp) + $kMinNormalHalf); 284*c8dee2aaSAndroid Build Coastguard Worker } 285*c8dee2aaSAndroid Build Coastguard Worker if (maxComp > alpha && maxComp != lum) { 286*c8dee2aaSAndroid Build Coastguard Worker result = lum + 287*c8dee2aaSAndroid Build Coastguard Worker $guarded_divide((result - lum) * (alpha - lum), (maxComp - lum) + $kMinNormalHalf); 288*c8dee2aaSAndroid Build Coastguard Worker } 289*c8dee2aaSAndroid Build Coastguard Worker return result; 290*c8dee2aaSAndroid Build Coastguard Worker} 291*c8dee2aaSAndroid Build Coastguard Worker 292*c8dee2aaSAndroid Build Coastguard Worker$pure half $blend_color_saturation(half3 color) { 293*c8dee2aaSAndroid Build Coastguard Worker return max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b); 294*c8dee2aaSAndroid Build Coastguard Worker} 295*c8dee2aaSAndroid Build Coastguard Worker 296*c8dee2aaSAndroid Build Coastguard Worker$pure half3 $blend_set_color_saturation(half3 color, half3 satColor) { 297*c8dee2aaSAndroid Build Coastguard Worker half mn = min(min(color.r, color.g), color.b); 298*c8dee2aaSAndroid Build Coastguard Worker half mx = max(max(color.r, color.g), color.b); 299*c8dee2aaSAndroid Build Coastguard Worker 300*c8dee2aaSAndroid Build Coastguard Worker return (mx > mn) ? ((color - mn) * $blend_color_saturation(satColor)) / (mx - mn) 301*c8dee2aaSAndroid Build Coastguard Worker : half3(0); 302*c8dee2aaSAndroid Build Coastguard Worker} 303*c8dee2aaSAndroid Build Coastguard Worker 304*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_hslc(half2 flipSat, half4 src, half4 dst) { 305*c8dee2aaSAndroid Build Coastguard Worker half alpha = dst.a * src.a; 306*c8dee2aaSAndroid Build Coastguard Worker half3 sda = src.rgb * dst.a; 307*c8dee2aaSAndroid Build Coastguard Worker half3 dsa = dst.rgb * src.a; 308*c8dee2aaSAndroid Build Coastguard Worker half3 l = bool(flipSat.x) ? dsa : sda; 309*c8dee2aaSAndroid Build Coastguard Worker half3 r = bool(flipSat.x) ? sda : dsa; 310*c8dee2aaSAndroid Build Coastguard Worker if (bool(flipSat.y)) { 311*c8dee2aaSAndroid Build Coastguard Worker l = $blend_set_color_saturation(l, r); 312*c8dee2aaSAndroid Build Coastguard Worker r = dsa; 313*c8dee2aaSAndroid Build Coastguard Worker } 314*c8dee2aaSAndroid Build Coastguard Worker return half4($blend_set_color_luminance(l, alpha, r) + dst.rgb - dsa + src.rgb - sda, 315*c8dee2aaSAndroid Build Coastguard Worker src.a + dst.a - alpha); 316*c8dee2aaSAndroid Build Coastguard Worker} 317*c8dee2aaSAndroid Build Coastguard Worker 318*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_hue(half4 src, half4 dst) { 319*c8dee2aaSAndroid Build Coastguard Worker return blend_hslc(half2(0, 1), src, dst); 320*c8dee2aaSAndroid Build Coastguard Worker} 321*c8dee2aaSAndroid Build Coastguard Worker 322*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_saturation(half4 src, half4 dst) { 323*c8dee2aaSAndroid Build Coastguard Worker return blend_hslc(half2(1), src, dst); 324*c8dee2aaSAndroid Build Coastguard Worker} 325*c8dee2aaSAndroid Build Coastguard Worker 326*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_color(half4 src, half4 dst) { 327*c8dee2aaSAndroid Build Coastguard Worker return blend_hslc(half2(0), src, dst); 328*c8dee2aaSAndroid Build Coastguard Worker} 329*c8dee2aaSAndroid Build Coastguard Worker 330*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_luminosity(half4 src, half4 dst) { 331*c8dee2aaSAndroid Build Coastguard Worker return blend_hslc(half2(1, 0), src, dst); 332*c8dee2aaSAndroid Build Coastguard Worker} 333*c8dee2aaSAndroid Build Coastguard Worker 334*c8dee2aaSAndroid Build Coastguard Worker$pure float2 proj(float3 p) { return p.xy / p.z; } 335*c8dee2aaSAndroid Build Coastguard Worker 336*c8dee2aaSAndroid Build Coastguard Worker// Implement cross() as a determinant to communicate our intent more clearly to the compiler. 337*c8dee2aaSAndroid Build Coastguard Worker// NOTE: Due to precision issues, it might be the case that cross(a, a) != 0. 338*c8dee2aaSAndroid Build Coastguard Worker$pure float cross_length_2d(float2 a, float2 b) { 339*c8dee2aaSAndroid Build Coastguard Worker return determinant(float2x2(a, b)); 340*c8dee2aaSAndroid Build Coastguard Worker} 341*c8dee2aaSAndroid Build Coastguard Worker 342*c8dee2aaSAndroid Build Coastguard Worker$pure half cross_length_2d(half2 a, half2 b) { 343*c8dee2aaSAndroid Build Coastguard Worker return determinant(half2x2(a, b)); 344*c8dee2aaSAndroid Build Coastguard Worker} 345*c8dee2aaSAndroid Build Coastguard Worker 346*c8dee2aaSAndroid Build Coastguard Worker$pure float2 perp(float2 v) { 347*c8dee2aaSAndroid Build Coastguard Worker return float2(-v.y, v.x); 348*c8dee2aaSAndroid Build Coastguard Worker} 349*c8dee2aaSAndroid Build Coastguard Worker 350*c8dee2aaSAndroid Build Coastguard Worker$pure half2 perp(half2 v) { 351*c8dee2aaSAndroid Build Coastguard Worker return half2(-v.y, v.x); 352*c8dee2aaSAndroid Build Coastguard Worker} 353*c8dee2aaSAndroid Build Coastguard Worker 354*c8dee2aaSAndroid Build Coastguard Worker// Returns a bias given a scale factor, such that 'scale * (dist + bias)' converts the distance to 355*c8dee2aaSAndroid Build Coastguard Worker// a per-pixel coverage value, automatically widening the visible coverage ramp for subpixel 356*c8dee2aaSAndroid Build Coastguard Worker// dimensions. The 'scale' must already be equal to the narrowest dimension of the shape and clamped 357*c8dee2aaSAndroid Build Coastguard Worker// to [0, 1.0]. 358*c8dee2aaSAndroid Build Coastguard Worker$pure float coverage_bias(float scale) { 359*c8dee2aaSAndroid Build Coastguard Worker return 1.0 - 0.5 * scale; 360*c8dee2aaSAndroid Build Coastguard Worker} 361