xref: /aosp_15_r20/external/skia/src/sksl/sksl_shared.sksl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker// Intrinsics that are available to public SkSL (SkRuntimeEffect)
2*c8dee2aaSAndroid Build Coastguard Worker
3*c8dee2aaSAndroid Build Coastguard Worker// See "The OpenGL ES Shading Language, Section 8"
4*c8dee2aaSAndroid Build Coastguard Worker
5*c8dee2aaSAndroid Build Coastguard Worker// 8.1 : Angle and Trigonometry Functions
6*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  radians($genType  degrees);
7*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType radians($genHType degrees);
8*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  degrees($genType  radians);
9*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType degrees($genHType radians);
10*c8dee2aaSAndroid Build Coastguard Worker
11*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  sin($genType  angle);
12*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType sin($genHType angle);
13*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  cos($genType  angle);
14*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType cos($genHType angle);
15*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  tan($genType  angle);
16*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType tan($genHType angle);
17*c8dee2aaSAndroid Build Coastguard Worker
18*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  asin($genType  x);
19*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType asin($genHType x);
20*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  acos($genType  x);
21*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType acos($genHType x);
22*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  atan($genType  y, $genType  x);
23*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType atan($genHType y, $genHType x);
24*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  atan($genType  y_over_x);
25*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType atan($genHType y_over_x);
26*c8dee2aaSAndroid Build Coastguard Worker
27*c8dee2aaSAndroid Build Coastguard Worker// 8.1 : Angle and Trigonometry Functions (GLSL ES 3.0)
28*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  sinh($genType x);
29*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType sinh($genHType x);
30*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  cosh($genType x);
31*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType cosh($genHType x);
32*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  tanh($genType x);
33*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType tanh($genHType x);
34*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  asinh($genType x);
35*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType asinh($genHType x);
36*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  acosh($genType x);
37*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType acosh($genHType x);
38*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  atanh($genType x);
39*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType atanh($genHType x);
40*c8dee2aaSAndroid Build Coastguard Worker
41*c8dee2aaSAndroid Build Coastguard Worker// 8.2 : Exponential Functions
42*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  pow($genType  x, $genType  y);
43*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType pow($genHType x, $genHType y);
44*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  exp($genType  x);
45*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType exp($genHType x);
46*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  log($genType  x);
47*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType log($genHType x);
48*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  exp2($genType  x);
49*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType exp2($genHType x);
50*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  log2($genType  x);
51*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType log2($genHType x);
52*c8dee2aaSAndroid Build Coastguard Worker
53*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  sqrt($genType  x);
54*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType sqrt($genHType x);
55*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  inversesqrt($genType  x);
56*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType inversesqrt($genHType x);
57*c8dee2aaSAndroid Build Coastguard Worker
58*c8dee2aaSAndroid Build Coastguard Worker// 8.3 : Common Functions
59*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  abs($genType  x);
60*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType abs($genHType x);
61*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  sign($genType  x);
62*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType sign($genHType x);
63*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  floor($genType  x);
64*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType floor($genHType x);
65*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  ceil($genType  x);
66*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType ceil($genHType x);
67*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  fract($genType  x);
68*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType fract($genHType x);
69*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  mod($genType  x, float     y);
70*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  mod($genType  x, $genType  y);
71*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType mod($genHType x, half      y);
72*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType mod($genHType x, $genHType y);
73*c8dee2aaSAndroid Build Coastguard Worker
74*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  min($genType  x, $genType  y);
75*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  min($genType  x, float     y);
76*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType min($genHType x, $genHType y);
77*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType min($genHType x, half      y);
78*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  max($genType  x, $genType  y);
79*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  max($genType  x, float     y);
80*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType max($genHType x, $genHType y);
81*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType max($genHType x, half      y);
82*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  clamp($genType  x, $genType  minVal, $genType  maxVal);
83*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  clamp($genType  x, float     minVal, float     maxVal);
84*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType clamp($genHType x, $genHType minVal, $genHType maxVal);
85*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType clamp($genHType x, half      minVal, half      maxVal);
86*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  saturate($genType  x);  // SkSL extension
87*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType saturate($genHType x);  // SkSL extension
88*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  mix($genType  x, $genType  y, $genType a);
89*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  mix($genType  x, $genType  y, float a);
90*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType mix($genHType x, $genHType y, $genHType a);
91*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType mix($genHType x, $genHType y, half a);
92*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  step($genType  edge, $genType x);
93*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  step(float     edge, $genType x);
94*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType step($genHType edge, $genHType x);
95*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType step(half      edge, $genHType x);
96*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  smoothstep($genType  edge0, $genType  edge1, $genType  x);
97*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  smoothstep(float     edge0, float     edge1, $genType  x);
98*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType smoothstep($genHType edge0, $genHType edge1, $genHType x);
99*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType smoothstep(half      edge0, half      edge1, $genHType x);
100*c8dee2aaSAndroid Build Coastguard Worker
101*c8dee2aaSAndroid Build Coastguard Worker// 8.3 : Common Functions (GLSL ES 3.0)
102*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genIType abs($genIType x);
103*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genIType sign($genIType x);
104*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genIType floatBitsToInt ($genType  value);
105*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genUType floatBitsToUint($genType  value);
106*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  intBitsToFloat ($genIType value);
107*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  uintBitsToFloat($genUType value);
108*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  trunc($genType  x);
109*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType trunc($genHType x);
110*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  round($genType  x);
111*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType round($genHType x);
112*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  roundEven($genType  x);
113*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType roundEven($genHType x);
114*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genIType min($genIType x, $genIType y);
115*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genIType min($genIType x, int y);
116*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genUType min($genUType x, $genUType y);
117*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genUType min($genUType x, uint y);
118*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genIType max($genIType x, $genIType y);
119*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genIType max($genIType x, int y);
120*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genUType max($genUType x, $genUType y);
121*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genUType max($genUType x, uint y);
122*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genIType clamp($genIType x, $genIType minVal, $genIType maxVal);
123*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genIType clamp($genIType x, int minVal, int maxVal);
124*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genUType clamp($genUType x, $genUType minVal, $genUType maxVal);
125*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genUType clamp($genUType x, uint minVal, uint maxVal);
126*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  mix($genType  x, $genType  y, $genBType a);
127*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType mix($genHType x, $genHType y, $genBType a);
128*c8dee2aaSAndroid Build Coastguard Worker
129*c8dee2aaSAndroid Build Coastguard Worker// 8.3 : Common Functions (GLSL ES 3.0) -- cannot be used in constant-expressions
130*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genBType isnan($genType  x);
131*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genBType isnan($genHType x);
132*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genBType isinf($genType  x);
133*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genBType isinf($genHType x);
134*c8dee2aaSAndroid Build Coastguard Worker      $es3 $genType  modf($genType  x, out $genType  i);
135*c8dee2aaSAndroid Build Coastguard Worker      $es3 $genHType modf($genHType x, out $genHType i);
136*c8dee2aaSAndroid Build Coastguard Worker
137*c8dee2aaSAndroid Build Coastguard Worker// 8.4 : Floating-Point Pack and Unpack Functions (GLSL ES 3.0)
138*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 uint packUnorm2x16(float2 v);
139*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float2 unpackUnorm2x16(uint p);
140*c8dee2aaSAndroid Build Coastguard Worker
141*c8dee2aaSAndroid Build Coastguard Worker// 8.5 : Geometric Functions
142*c8dee2aaSAndroid Build Coastguard Worker$pure float length($genType  x);
143*c8dee2aaSAndroid Build Coastguard Worker$pure half  length($genHType x);
144*c8dee2aaSAndroid Build Coastguard Worker$pure float distance($genType  p0, $genType  p1);
145*c8dee2aaSAndroid Build Coastguard Worker$pure half  distance($genHType p0, $genHType p1);
146*c8dee2aaSAndroid Build Coastguard Worker$pure float dot($genType  x, $genType  y);
147*c8dee2aaSAndroid Build Coastguard Worker$pure half  dot($genHType x, $genHType y);
148*c8dee2aaSAndroid Build Coastguard Worker$pure float3 cross(float3 x, float3 y);
149*c8dee2aaSAndroid Build Coastguard Worker$pure half3  cross(half3  x, half3  y);
150*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  normalize($genType  x);
151*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType normalize($genHType x);
152*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  faceforward($genType  N, $genType  I, $genType  Nref);
153*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType faceforward($genHType N, $genHType I, $genHType Nref);
154*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  reflect($genType  I, $genType  N);
155*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType reflect($genHType I, $genHType N);
156*c8dee2aaSAndroid Build Coastguard Worker$pure $genType  refract($genType  I, $genType  N, float eta);
157*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType refract($genHType I, $genHType N, half eta);
158*c8dee2aaSAndroid Build Coastguard Worker
159*c8dee2aaSAndroid Build Coastguard Worker// 8.6 : Matrix Functions
160*c8dee2aaSAndroid Build Coastguard Worker$pure $squareMat  matrixCompMult($squareMat  x, $squareMat  y);
161*c8dee2aaSAndroid Build Coastguard Worker$pure $squareHMat matrixCompMult($squareHMat x, $squareHMat y);
162*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $mat   matrixCompMult($mat x, $mat y);
163*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $hmat  matrixCompMult($hmat x, $hmat y);
164*c8dee2aaSAndroid Build Coastguard Worker
165*c8dee2aaSAndroid Build Coastguard Worker// 8.6 : Matrix Functions (GLSL 1.4, poly-filled by SkSL as needed)
166*c8dee2aaSAndroid Build Coastguard Worker$pure $squareMat  inverse($squareMat  m);
167*c8dee2aaSAndroid Build Coastguard Worker$pure $squareHMat inverse($squareHMat m);
168*c8dee2aaSAndroid Build Coastguard Worker
169*c8dee2aaSAndroid Build Coastguard Worker// 8.6 : Matrix Functions (GLSL ES 3.0)
170*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float       determinant($squareMat m);
171*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half        determinant($squareHMat m);
172*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $squareMat  transpose($squareMat  m);
173*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $squareHMat transpose($squareHMat m);
174*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float2x3    transpose(float3x2 m);
175*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half2x3     transpose(half3x2  m);
176*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float2x4    transpose(float4x2 m);
177*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half2x4     transpose(half4x2  m);
178*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float3x2    transpose(float2x3 m);
179*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half3x2     transpose(half2x3  m);
180*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float3x4    transpose(float4x3 m);
181*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half3x4     transpose(half4x3  m);
182*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float4x2    transpose(float2x4 m);
183*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half4x2     transpose(half2x4  m);
184*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float4x3    transpose(float3x4 m);
185*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half4x3     transpose(half3x4  m);
186*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $squareMat  outerProduct($vec   c, $vec   r);
187*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $squareHMat outerProduct($hvec  c, $hvec  r);
188*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float2x3    outerProduct(float3 c, float2 r);
189*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half2x3     outerProduct(half3  c, half2  r);
190*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float3x2    outerProduct(float2 c, float3 r);
191*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half3x2     outerProduct(half2  c, half3  r);
192*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float2x4    outerProduct(float4 c, float2 r);
193*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half2x4     outerProduct(half4  c, half2  r);
194*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float4x2    outerProduct(float2 c, float4 r);
195*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half4x2     outerProduct(half2  c, half4  r);
196*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float3x4    outerProduct(float4 c, float3 r);
197*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half3x4     outerProduct(half4  c, half3  r);
198*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 float4x3    outerProduct(float3 c, float4 r);
199*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 half4x3     outerProduct(half3  c, half4  r);
200*c8dee2aaSAndroid Build Coastguard Worker
201*c8dee2aaSAndroid Build Coastguard Worker// 8.7 : Vector Relational Functions
202*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec lessThan($vec  x, $vec  y);
203*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec lessThan($hvec x, $hvec y);
204*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec lessThan($ivec x, $ivec y);
205*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec lessThan($svec x, $svec y);
206*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec lessThanEqual($vec  x, $vec  y);
207*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec lessThanEqual($hvec x, $hvec y);
208*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec lessThanEqual($ivec x, $ivec y);
209*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec lessThanEqual($svec x, $svec y);
210*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec greaterThan($vec  x, $vec  y);
211*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec greaterThan($hvec x, $hvec y);
212*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec greaterThan($ivec x, $ivec y);
213*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec greaterThan($svec x, $svec y);
214*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec greaterThanEqual($vec  x, $vec  y);
215*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec greaterThanEqual($hvec x, $hvec y);
216*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec greaterThanEqual($ivec x, $ivec y);
217*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec greaterThanEqual($svec x, $svec y);
218*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec equal($vec  x, $vec  y);
219*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec equal($hvec x, $hvec y);
220*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec equal($ivec x, $ivec y);
221*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec equal($svec x, $svec y);
222*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec equal($bvec x, $bvec y);
223*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec notEqual($vec  x, $vec  y);
224*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec notEqual($hvec x, $hvec y);
225*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec notEqual($ivec x, $ivec y);
226*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec notEqual($svec x, $svec y);
227*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec notEqual($bvec x, $bvec y);
228*c8dee2aaSAndroid Build Coastguard Worker
229*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec lessThan($usvec x, $usvec y);
230*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec lessThan($uvec x, $uvec y);
231*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec lessThanEqual($uvec x, $uvec y);
232*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec lessThanEqual($usvec x, $usvec y);
233*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec greaterThan($uvec x, $uvec y);
234*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec greaterThan($usvec x, $usvec y);
235*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec greaterThanEqual($uvec x, $uvec y);
236*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec greaterThanEqual($usvec x, $usvec y);
237*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec equal($uvec x, $uvec y);
238*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec equal($usvec x, $usvec y);
239*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec notEqual($uvec x, $uvec y);
240*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $bvec notEqual($usvec x, $usvec y);
241*c8dee2aaSAndroid Build Coastguard Worker
242*c8dee2aaSAndroid Build Coastguard Worker$pure bool  any($bvec x);
243*c8dee2aaSAndroid Build Coastguard Worker$pure bool  all($bvec x);
244*c8dee2aaSAndroid Build Coastguard Worker$pure $bvec not($bvec x);
245*c8dee2aaSAndroid Build Coastguard Worker
246*c8dee2aaSAndroid Build Coastguard Worker// 8.9 : Fragment Processing Functions (GLSL ES 3.0)
247*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  dFdx($genType p);
248*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  dFdy($genType p);
249*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType dFdx($genHType p);
250*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType dFdy($genHType p);
251*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genType  fwidth($genType p);
252*c8dee2aaSAndroid Build Coastguard Worker$pure $es3 $genHType fwidth($genHType p);
253*c8dee2aaSAndroid Build Coastguard Worker
254*c8dee2aaSAndroid Build Coastguard Worker
255*c8dee2aaSAndroid Build Coastguard Worker// SkSL utility functions
256*c8dee2aaSAndroid Build Coastguard Worker
257*c8dee2aaSAndroid Build Coastguard Worker// The max() guards against division by zero when the incoming color is transparent black
258*c8dee2aaSAndroid Build Coastguard Worker$pure half4  unpremul(half4  color) { return half4 (color.rgb / max(color.a, 0.0001), color.a); }
259*c8dee2aaSAndroid Build Coastguard Worker$pure float4 unpremul(float4 color) { return float4(color.rgb / max(color.a, 0.0001), color.a); }
260*c8dee2aaSAndroid Build Coastguard Worker
261*c8dee2aaSAndroid Build Coastguard Worker// Similar, but used for polar-space CSS colors
262*c8dee2aaSAndroid Build Coastguard Worker$export $pure half4 $unpremul_polar(half4 color) {
263*c8dee2aaSAndroid Build Coastguard Worker    return half4(color.r, color.gb / max(color.a, 0.0001), color.a);
264*c8dee2aaSAndroid Build Coastguard Worker}
265*c8dee2aaSAndroid Build Coastguard Worker
266*c8dee2aaSAndroid Build Coastguard Worker// Convert RGBA -> HSLA (including unpremul).
267*c8dee2aaSAndroid Build Coastguard Worker//
268*c8dee2aaSAndroid Build Coastguard Worker// Based on work by Sam Hocevar, Emil Persson, and Ian Taylor [1][2][3].  High-level ideas:
269*c8dee2aaSAndroid Build Coastguard Worker//
270*c8dee2aaSAndroid Build Coastguard Worker//   - minimize the number of branches by sorting and computing the hue phase in parallel (vec4s)
271*c8dee2aaSAndroid Build Coastguard Worker//
272*c8dee2aaSAndroid Build Coastguard Worker//   - trade the third sorting branch for a potentially faster std::min and leaving 2nd/3rd
273*c8dee2aaSAndroid Build Coastguard Worker//     channels unsorted (based on the observation that swapping both the channels and the bias sign
274*c8dee2aaSAndroid Build Coastguard Worker//     has no effect under abs)
275*c8dee2aaSAndroid Build Coastguard Worker//
276*c8dee2aaSAndroid Build Coastguard Worker//   - use epsilon offsets for denominators, to avoid explicit zero-checks
277*c8dee2aaSAndroid Build Coastguard Worker//
278*c8dee2aaSAndroid Build Coastguard Worker// An additional trick we employ is deferring premul->unpremul conversion until the very end: the
279*c8dee2aaSAndroid Build Coastguard Worker// alpha factor gets naturally simplified for H and S, and only L requires a dedicated unpremul
280*c8dee2aaSAndroid Build Coastguard Worker// division (so we trade three divs for one).
281*c8dee2aaSAndroid Build Coastguard Worker//
282*c8dee2aaSAndroid Build Coastguard Worker// [1] http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
283*c8dee2aaSAndroid Build Coastguard Worker// [2] http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
284*c8dee2aaSAndroid Build Coastguard Worker// [3] http://www.chilliant.com/rgb2hsv.html
285*c8dee2aaSAndroid Build Coastguard Worker
286*c8dee2aaSAndroid Build Coastguard Worker$export $pure half4 $rgb_to_hsl(half3 c, half a) {
287*c8dee2aaSAndroid Build Coastguard Worker    half4 p = (c.g < c.b) ? half4(c.bg, -1,  2/3.0)
288*c8dee2aaSAndroid Build Coastguard Worker                          : half4(c.gb,  0, -1/3.0);
289*c8dee2aaSAndroid Build Coastguard Worker    half4 q = (c.r < p.x) ? half4(p.x, c.r, p.yw)
290*c8dee2aaSAndroid Build Coastguard Worker                          : half4(c.r, p.x, p.yz);
291*c8dee2aaSAndroid Build Coastguard Worker
292*c8dee2aaSAndroid Build Coastguard Worker    // q.x  -> max channel value
293*c8dee2aaSAndroid Build Coastguard Worker    // q.yz -> 2nd/3rd channel values (unsorted)
294*c8dee2aaSAndroid Build Coastguard Worker    // q.w  -> bias value dependent on max channel selection
295*c8dee2aaSAndroid Build Coastguard Worker
296*c8dee2aaSAndroid Build Coastguard Worker    const half kEps = 0.0001;
297*c8dee2aaSAndroid Build Coastguard Worker    half pmV = q.x;
298*c8dee2aaSAndroid Build Coastguard Worker    half pmC = pmV - min(q.y, q.z);
299*c8dee2aaSAndroid Build Coastguard Worker    half pmL = pmV - pmC * 0.5;
300*c8dee2aaSAndroid Build Coastguard Worker    half   H = abs(q.w + (q.y - q.z) / (pmC * 6 + kEps));
301*c8dee2aaSAndroid Build Coastguard Worker    half   S = pmC / (a + kEps - abs(pmL * 2 - a));
302*c8dee2aaSAndroid Build Coastguard Worker    half   L = pmL / (a + kEps);
303*c8dee2aaSAndroid Build Coastguard Worker
304*c8dee2aaSAndroid Build Coastguard Worker    return half4(H, S, L, a);
305*c8dee2aaSAndroid Build Coastguard Worker}
306*c8dee2aaSAndroid Build Coastguard Worker
307*c8dee2aaSAndroid Build Coastguard Worker// Convert HSLA -> RGBA (including clamp and premul).
308*c8dee2aaSAndroid Build Coastguard Worker//
309*c8dee2aaSAndroid Build Coastguard Worker// Based on work by Sam Hocevar, Emil Persson, and Ian Taylor [1][2][3].
310*c8dee2aaSAndroid Build Coastguard Worker//
311*c8dee2aaSAndroid Build Coastguard Worker// [1] http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
312*c8dee2aaSAndroid Build Coastguard Worker// [2] http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
313*c8dee2aaSAndroid Build Coastguard Worker// [3] http://www.chilliant.com/rgb2hsv.html
314*c8dee2aaSAndroid Build Coastguard Worker
315*c8dee2aaSAndroid Build Coastguard Worker$export $pure half3 $hsl_to_rgb(half3 hsl) {
316*c8dee2aaSAndroid Build Coastguard Worker    half      C = (1 - abs(2 * hsl.z - 1)) * hsl.y;
317*c8dee2aaSAndroid Build Coastguard Worker    half3     p = hsl.xxx + half3(0, 2/3.0, 1/3.0);
318*c8dee2aaSAndroid Build Coastguard Worker    half3     q = saturate(abs(fract(p) * 6 - 3) - 1);
319*c8dee2aaSAndroid Build Coastguard Worker
320*c8dee2aaSAndroid Build Coastguard Worker    return (q - 0.5) * C + hsl.z;
321*c8dee2aaSAndroid Build Coastguard Worker}
322*c8dee2aaSAndroid Build Coastguard Worker
323*c8dee2aaSAndroid Build Coastguard Worker$export $pure half4 $hsl_to_rgb(half3 hsl, half a) {
324*c8dee2aaSAndroid Build Coastguard Worker    return saturate(half4($hsl_to_rgb(hsl) * a, a));
325*c8dee2aaSAndroid Build Coastguard Worker}
326*c8dee2aaSAndroid Build Coastguard Worker
327*c8dee2aaSAndroid Build Coastguard Worker// Color conversion functions used in gradient interpolation, based on
328*c8dee2aaSAndroid Build Coastguard Worker// https://www.w3.org/TR/css-color-4/#color-conversion-code
329*c8dee2aaSAndroid Build Coastguard Worker// TODO(skia:13108): For all of these, we can eliminate any linear math at the beginning
330*c8dee2aaSAndroid Build Coastguard Worker// (by removing the corresponding linear math at the end of the CPU code).
331*c8dee2aaSAndroid Build Coastguard Worker$export $pure half3 $css_lab_to_xyz(half3 lab) {
332*c8dee2aaSAndroid Build Coastguard Worker    const half k = 24389 / 27.0;
333*c8dee2aaSAndroid Build Coastguard Worker    const half e = 216 / 24389.0;
334*c8dee2aaSAndroid Build Coastguard Worker
335*c8dee2aaSAndroid Build Coastguard Worker    half3 f;
336*c8dee2aaSAndroid Build Coastguard Worker    f[1] = (lab[0] + 16) / 116;
337*c8dee2aaSAndroid Build Coastguard Worker    f[0] = (lab[1] / 500) + f[1];
338*c8dee2aaSAndroid Build Coastguard Worker    f[2] = f[1] - (lab[2] / 200);
339*c8dee2aaSAndroid Build Coastguard Worker
340*c8dee2aaSAndroid Build Coastguard Worker    half3 f_cubed = pow(f, half3(3));
341*c8dee2aaSAndroid Build Coastguard Worker
342*c8dee2aaSAndroid Build Coastguard Worker    half3 xyz = half3(
343*c8dee2aaSAndroid Build Coastguard Worker        f_cubed[0] > e ? f_cubed[0] : (116 * f[0] - 16) / k,
344*c8dee2aaSAndroid Build Coastguard Worker        lab[0] > k * e ? f_cubed[1] : lab[0] / k,
345*c8dee2aaSAndroid Build Coastguard Worker        f_cubed[2] > e ? f_cubed[2] : (116 * f[2] - 16) / k
346*c8dee2aaSAndroid Build Coastguard Worker    );
347*c8dee2aaSAndroid Build Coastguard Worker
348*c8dee2aaSAndroid Build Coastguard Worker    const half3 D50 = half3(0.3457 / 0.3585, 1.0, (1.0 - 0.3457 - 0.3585) / 0.3585);
349*c8dee2aaSAndroid Build Coastguard Worker    return xyz * D50;
350*c8dee2aaSAndroid Build Coastguard Worker}
351*c8dee2aaSAndroid Build Coastguard Worker
352*c8dee2aaSAndroid Build Coastguard Worker// Skia stores all polar colors with hue in the first component, so this "LCH -> Lab" transform
353*c8dee2aaSAndroid Build Coastguard Worker// actually takes "HCL". This is also used to do the same polar transform for OkHCL to OkLAB.
354*c8dee2aaSAndroid Build Coastguard Worker// See similar comments & logic in SkGradientShaderBase.cpp.
355*c8dee2aaSAndroid Build Coastguard Worker$pure half3 $css_hcl_to_lab(half3 hcl) {
356*c8dee2aaSAndroid Build Coastguard Worker    return half3(
357*c8dee2aaSAndroid Build Coastguard Worker        hcl[2],
358*c8dee2aaSAndroid Build Coastguard Worker        hcl[1] * cos(radians(hcl[0])),
359*c8dee2aaSAndroid Build Coastguard Worker        hcl[1] * sin(radians(hcl[0]))
360*c8dee2aaSAndroid Build Coastguard Worker    );
361*c8dee2aaSAndroid Build Coastguard Worker}
362*c8dee2aaSAndroid Build Coastguard Worker
363*c8dee2aaSAndroid Build Coastguard Worker$export $pure half3 $css_hcl_to_xyz(half3 hcl) {
364*c8dee2aaSAndroid Build Coastguard Worker    return $css_lab_to_xyz($css_hcl_to_lab(hcl));
365*c8dee2aaSAndroid Build Coastguard Worker}
366*c8dee2aaSAndroid Build Coastguard Worker
367*c8dee2aaSAndroid Build Coastguard Worker$export $pure half3 $css_oklab_to_linear_srgb(half3 oklab) {
368*c8dee2aaSAndroid Build Coastguard Worker    half l_ = oklab.x + 0.3963377774 * oklab.y + 0.2158037573 * oklab.z,
369*c8dee2aaSAndroid Build Coastguard Worker         m_ = oklab.x - 0.1055613458 * oklab.y - 0.0638541728 * oklab.z,
370*c8dee2aaSAndroid Build Coastguard Worker         s_ = oklab.x - 0.0894841775 * oklab.y - 1.2914855480 * oklab.z;
371*c8dee2aaSAndroid Build Coastguard Worker
372*c8dee2aaSAndroid Build Coastguard Worker    half l = l_*l_*l_,
373*c8dee2aaSAndroid Build Coastguard Worker         m = m_*m_*m_,
374*c8dee2aaSAndroid Build Coastguard Worker         s = s_*s_*s_;
375*c8dee2aaSAndroid Build Coastguard Worker
376*c8dee2aaSAndroid Build Coastguard Worker    return half3(
377*c8dee2aaSAndroid Build Coastguard Worker        +4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
378*c8dee2aaSAndroid Build Coastguard Worker        -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
379*c8dee2aaSAndroid Build Coastguard Worker        -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
380*c8dee2aaSAndroid Build Coastguard Worker    );
381*c8dee2aaSAndroid Build Coastguard Worker}
382*c8dee2aaSAndroid Build Coastguard Worker
383*c8dee2aaSAndroid Build Coastguard Worker$export $pure half3 $css_okhcl_to_linear_srgb(half3 okhcl) {
384*c8dee2aaSAndroid Build Coastguard Worker    return $css_oklab_to_linear_srgb($css_hcl_to_lab(okhcl));
385*c8dee2aaSAndroid Build Coastguard Worker}
386*c8dee2aaSAndroid Build Coastguard Worker
387*c8dee2aaSAndroid Build Coastguard Worker$export $pure half3 $css_oklab_gamut_map_to_linear_srgb(half3 oklab) {
388*c8dee2aaSAndroid Build Coastguard Worker    // Constants for the normal vector of the plane formed by white, black, and
389*c8dee2aaSAndroid Build Coastguard Worker    // the specified vertex of the gamut.
390*c8dee2aaSAndroid Build Coastguard Worker    const half2 normal_R = half2(0.409702, -0.912219);
391*c8dee2aaSAndroid Build Coastguard Worker    const half2 normal_M = half2(-0.397919, -0.917421);
392*c8dee2aaSAndroid Build Coastguard Worker    const half2 normal_B = half2(-0.906800, 0.421562);
393*c8dee2aaSAndroid Build Coastguard Worker    const half2 normal_C = half2(-0.171122, 0.985250);
394*c8dee2aaSAndroid Build Coastguard Worker    const half2 normal_G = half2(0.460276, 0.887776);
395*c8dee2aaSAndroid Build Coastguard Worker    const half2 normal_Y = half2(0.947925, 0.318495);
396*c8dee2aaSAndroid Build Coastguard Worker
397*c8dee2aaSAndroid Build Coastguard Worker    // For the triangles formed by white (W) or black (K) with the vertices
398*c8dee2aaSAndroid Build Coastguard Worker    // of Yellow and Red (YR), Red and Magenta (RM), etc, the constants to be
399*c8dee2aaSAndroid Build Coastguard Worker    // used to compute the intersection of a line of constant hue and luminance
400*c8dee2aaSAndroid Build Coastguard Worker    // with that plane.
401*c8dee2aaSAndroid Build Coastguard Worker    const half  c0_YR = 0.091132;
402*c8dee2aaSAndroid Build Coastguard Worker    const half2 cW_YR = half2(0.070370, 0.034139);
403*c8dee2aaSAndroid Build Coastguard Worker    const half2 cK_YR = half2(0.018170, 0.378550);
404*c8dee2aaSAndroid Build Coastguard Worker    const half  c0_RM = 0.113902;
405*c8dee2aaSAndroid Build Coastguard Worker    const half2 cW_RM = half2(0.090836, 0.036251);
406*c8dee2aaSAndroid Build Coastguard Worker    const half2 cK_RM = half2(0.226781, 0.018764);
407*c8dee2aaSAndroid Build Coastguard Worker    const half  c0_MB = 0.161739;
408*c8dee2aaSAndroid Build Coastguard Worker    const half2 cW_MB = half2(-0.008202, -0.264819);
409*c8dee2aaSAndroid Build Coastguard Worker    const half2 cK_MB = half2( 0.187156, -0.284304);
410*c8dee2aaSAndroid Build Coastguard Worker    const half  c0_BC = 0.102047;
411*c8dee2aaSAndroid Build Coastguard Worker    const half2 cW_BC = half2(-0.014804, -0.162608);
412*c8dee2aaSAndroid Build Coastguard Worker    const half2 cK_BC = half2(-0.276786,  0.004193);
413*c8dee2aaSAndroid Build Coastguard Worker    const half  c0_CG = 0.092029;
414*c8dee2aaSAndroid Build Coastguard Worker    const half2 cW_CG = half2(-0.038533, -0.001650);
415*c8dee2aaSAndroid Build Coastguard Worker    const half2 cK_CG = half2(-0.232572, -0.094331);
416*c8dee2aaSAndroid Build Coastguard Worker    const half  c0_GY = 0.081709;
417*c8dee2aaSAndroid Build Coastguard Worker    const half2 cW_GY = half2(-0.034601, -0.002215);
418*c8dee2aaSAndroid Build Coastguard Worker    const half2 cK_GY = half2( 0.012185,  0.338031);
419*c8dee2aaSAndroid Build Coastguard Worker
420*c8dee2aaSAndroid Build Coastguard Worker    half2 ab = oklab.yz;
421*c8dee2aaSAndroid Build Coastguard Worker
422*c8dee2aaSAndroid Build Coastguard Worker    // Find the planes to intersect with and set the constants based on those
423*c8dee2aaSAndroid Build Coastguard Worker    // planes.
424*c8dee2aaSAndroid Build Coastguard Worker    half c0;
425*c8dee2aaSAndroid Build Coastguard Worker    half2 cW;
426*c8dee2aaSAndroid Build Coastguard Worker    half2 cK;
427*c8dee2aaSAndroid Build Coastguard Worker    if (dot(ab, normal_R) < 0.0) {
428*c8dee2aaSAndroid Build Coastguard Worker        if (dot(ab, normal_G) < 0.0) {
429*c8dee2aaSAndroid Build Coastguard Worker            if (dot(ab, normal_C) < 0.0) {
430*c8dee2aaSAndroid Build Coastguard Worker                c0 = c0_BC; cW = cW_BC; cK = cK_BC;
431*c8dee2aaSAndroid Build Coastguard Worker            } else {
432*c8dee2aaSAndroid Build Coastguard Worker                c0 = c0_CG; cW = cW_CG; cK = cK_CG;
433*c8dee2aaSAndroid Build Coastguard Worker            }
434*c8dee2aaSAndroid Build Coastguard Worker        } else {
435*c8dee2aaSAndroid Build Coastguard Worker            if (dot(ab, normal_Y) < 0.0) {
436*c8dee2aaSAndroid Build Coastguard Worker                c0 = c0_GY; cW = cW_GY; cK = cK_GY;
437*c8dee2aaSAndroid Build Coastguard Worker            } else {
438*c8dee2aaSAndroid Build Coastguard Worker                c0 = c0_YR; cW = cW_YR; cK = cK_YR;
439*c8dee2aaSAndroid Build Coastguard Worker            }
440*c8dee2aaSAndroid Build Coastguard Worker        }
441*c8dee2aaSAndroid Build Coastguard Worker    } else {
442*c8dee2aaSAndroid Build Coastguard Worker        if (dot(ab, normal_B) < 0.0) {
443*c8dee2aaSAndroid Build Coastguard Worker            if (dot(ab, normal_M) < 0.0) {
444*c8dee2aaSAndroid Build Coastguard Worker                c0 = c0_RM; cW = cW_RM; cK = cK_RM;
445*c8dee2aaSAndroid Build Coastguard Worker            } else {
446*c8dee2aaSAndroid Build Coastguard Worker                c0 = c0_MB; cW = cW_MB; cK = cK_MB;
447*c8dee2aaSAndroid Build Coastguard Worker            }
448*c8dee2aaSAndroid Build Coastguard Worker        } else {
449*c8dee2aaSAndroid Build Coastguard Worker            c0 = c0_BC; cW = cW_BC; cK = cK_BC;
450*c8dee2aaSAndroid Build Coastguard Worker        }
451*c8dee2aaSAndroid Build Coastguard Worker    }
452*c8dee2aaSAndroid Build Coastguard Worker
453*c8dee2aaSAndroid Build Coastguard Worker    // Perform the intersection.
454*c8dee2aaSAndroid Build Coastguard Worker    half alpha = 1.0;
455*c8dee2aaSAndroid Build Coastguard Worker
456*c8dee2aaSAndroid Build Coastguard Worker    // Intersect with the plane with white.
457*c8dee2aaSAndroid Build Coastguard Worker    half w_denom = dot(cW, ab);
458*c8dee2aaSAndroid Build Coastguard Worker    if (w_denom > 0.0) {
459*c8dee2aaSAndroid Build Coastguard Worker        half one_minus_L = 1.0 - oklab.r;
460*c8dee2aaSAndroid Build Coastguard Worker        half w_num = c0*one_minus_L;
461*c8dee2aaSAndroid Build Coastguard Worker        if (w_num < w_denom) {
462*c8dee2aaSAndroid Build Coastguard Worker            alpha = min(alpha, w_num / w_denom);
463*c8dee2aaSAndroid Build Coastguard Worker        }
464*c8dee2aaSAndroid Build Coastguard Worker    }
465*c8dee2aaSAndroid Build Coastguard Worker
466*c8dee2aaSAndroid Build Coastguard Worker    // Intersect with the plane with black.
467*c8dee2aaSAndroid Build Coastguard Worker    half k_denom = dot(cK, ab);
468*c8dee2aaSAndroid Build Coastguard Worker    if (k_denom > 0.0) {
469*c8dee2aaSAndroid Build Coastguard Worker        half L = oklab.r;
470*c8dee2aaSAndroid Build Coastguard Worker        half k_num = c0*L;
471*c8dee2aaSAndroid Build Coastguard Worker        if (k_num < k_denom) {
472*c8dee2aaSAndroid Build Coastguard Worker            alpha = min(alpha,  k_num / k_denom);
473*c8dee2aaSAndroid Build Coastguard Worker        }
474*c8dee2aaSAndroid Build Coastguard Worker    }
475*c8dee2aaSAndroid Build Coastguard Worker
476*c8dee2aaSAndroid Build Coastguard Worker    // Attenuate the ab coordinate by alpha.
477*c8dee2aaSAndroid Build Coastguard Worker    oklab.yz *= alpha;
478*c8dee2aaSAndroid Build Coastguard Worker
479*c8dee2aaSAndroid Build Coastguard Worker    return $css_oklab_to_linear_srgb(oklab);
480*c8dee2aaSAndroid Build Coastguard Worker}
481*c8dee2aaSAndroid Build Coastguard Worker
482*c8dee2aaSAndroid Build Coastguard Worker$export $pure half3 $css_okhcl_gamut_map_to_linear_srgb(half3 okhcl) {
483*c8dee2aaSAndroid Build Coastguard Worker    return $css_oklab_gamut_map_to_linear_srgb($css_hcl_to_lab(okhcl));
484*c8dee2aaSAndroid Build Coastguard Worker}
485*c8dee2aaSAndroid Build Coastguard Worker
486*c8dee2aaSAndroid Build Coastguard Worker// TODO(skia:13108): Use our optimized version (though it has different range)
487*c8dee2aaSAndroid Build Coastguard Worker// Doing so might require fixing (re-deriving?) the math for the HWB version below
488*c8dee2aaSAndroid Build Coastguard Worker$export $pure half3 $css_hsl_to_srgb(half3 hsl) {
489*c8dee2aaSAndroid Build Coastguard Worker    hsl.x = mod(hsl.x, 360);
490*c8dee2aaSAndroid Build Coastguard Worker    if (hsl.x < 0) {
491*c8dee2aaSAndroid Build Coastguard Worker        hsl.x += 360;
492*c8dee2aaSAndroid Build Coastguard Worker    }
493*c8dee2aaSAndroid Build Coastguard Worker
494*c8dee2aaSAndroid Build Coastguard Worker    hsl.yz /= 100;
495*c8dee2aaSAndroid Build Coastguard Worker
496*c8dee2aaSAndroid Build Coastguard Worker    half3 k = mod(half3(0, 8, 4) + hsl.x/30, 12);
497*c8dee2aaSAndroid Build Coastguard Worker    half a = hsl.y * min(hsl.z, 1 - hsl.z);
498*c8dee2aaSAndroid Build Coastguard Worker    return hsl.z - a * clamp(min(k - 3, 9 - k), -1, 1);
499*c8dee2aaSAndroid Build Coastguard Worker}
500*c8dee2aaSAndroid Build Coastguard Worker
501*c8dee2aaSAndroid Build Coastguard Worker$export $pure half3 $css_hwb_to_srgb(half3 hwb) {
502*c8dee2aaSAndroid Build Coastguard Worker    half3 rgb;
503*c8dee2aaSAndroid Build Coastguard Worker    hwb.yz /= 100;
504*c8dee2aaSAndroid Build Coastguard Worker    if (hwb.y + hwb.z >= 1) {
505*c8dee2aaSAndroid Build Coastguard Worker        // Emit grayscale
506*c8dee2aaSAndroid Build Coastguard Worker        rgb = half3(hwb.y / (hwb.y + hwb.z));
507*c8dee2aaSAndroid Build Coastguard Worker    } else {
508*c8dee2aaSAndroid Build Coastguard Worker        rgb = $css_hsl_to_srgb(half3(hwb.x, 100, 50));
509*c8dee2aaSAndroid Build Coastguard Worker        rgb *= (1 - hwb.y - hwb.z);
510*c8dee2aaSAndroid Build Coastguard Worker        rgb += hwb.y;
511*c8dee2aaSAndroid Build Coastguard Worker    }
512*c8dee2aaSAndroid Build Coastguard Worker    return rgb;
513*c8dee2aaSAndroid Build Coastguard Worker}
514*c8dee2aaSAndroid Build Coastguard Worker
515*c8dee2aaSAndroid Build Coastguard Worker/*
516*c8dee2aaSAndroid Build Coastguard Worker * The actual output color space of this function depends on the input color space
517*c8dee2aaSAndroid Build Coastguard Worker * (it might be sRGB, linear sRGB, or linear XYZ). The actual space is what's stored
518*c8dee2aaSAndroid Build Coastguard Worker * in the gradient/SkColor4fXformer's fIntermediateColorSpace.
519*c8dee2aaSAndroid Build Coastguard Worker */
520*c8dee2aaSAndroid Build Coastguard Worker$export $pure half4 $interpolated_to_rgb_unpremul(half4 color, int colorSpace, int doUnpremul) {
521*c8dee2aaSAndroid Build Coastguard Worker    const int kDestination   = 0;
522*c8dee2aaSAndroid Build Coastguard Worker    const int kSRGBLinear    = 1;
523*c8dee2aaSAndroid Build Coastguard Worker    const int kLab           = 2;
524*c8dee2aaSAndroid Build Coastguard Worker    const int kOKLab         = 3;
525*c8dee2aaSAndroid Build Coastguard Worker    const int kOKLabGamutMap = 4;
526*c8dee2aaSAndroid Build Coastguard Worker    const int kLCH           = 5;
527*c8dee2aaSAndroid Build Coastguard Worker    const int kOKLCH         = 6;
528*c8dee2aaSAndroid Build Coastguard Worker    const int kOKLCHGamutMap = 7;
529*c8dee2aaSAndroid Build Coastguard Worker    const int kSRGB          = 8;
530*c8dee2aaSAndroid Build Coastguard Worker    const int kHSL           = 9;
531*c8dee2aaSAndroid Build Coastguard Worker    const int kHWB           = 10;
532*c8dee2aaSAndroid Build Coastguard Worker
533*c8dee2aaSAndroid Build Coastguard Worker    if (bool(doUnpremul)) {
534*c8dee2aaSAndroid Build Coastguard Worker        switch (colorSpace) {
535*c8dee2aaSAndroid Build Coastguard Worker            case kLab:
536*c8dee2aaSAndroid Build Coastguard Worker            case kOKLab:
537*c8dee2aaSAndroid Build Coastguard Worker            case kOKLabGamutMap: color = unpremul(color); break;
538*c8dee2aaSAndroid Build Coastguard Worker            case kLCH:
539*c8dee2aaSAndroid Build Coastguard Worker            case kOKLCH:
540*c8dee2aaSAndroid Build Coastguard Worker            case kOKLCHGamutMap:
541*c8dee2aaSAndroid Build Coastguard Worker            case kHSL:
542*c8dee2aaSAndroid Build Coastguard Worker            case kHWB: color = $unpremul_polar(color); break;
543*c8dee2aaSAndroid Build Coastguard Worker        }
544*c8dee2aaSAndroid Build Coastguard Worker    }
545*c8dee2aaSAndroid Build Coastguard Worker    switch (colorSpace) {
546*c8dee2aaSAndroid Build Coastguard Worker        case kLab:           color.rgb = $css_lab_to_xyz(color.rgb); break;
547*c8dee2aaSAndroid Build Coastguard Worker        case kOKLab:         color.rgb = $css_oklab_to_linear_srgb(color.rgb); break;
548*c8dee2aaSAndroid Build Coastguard Worker        case kOKLabGamutMap: color.rgb = $css_oklab_gamut_map_to_linear_srgb(color.rgb); break;
549*c8dee2aaSAndroid Build Coastguard Worker        case kLCH:           color.rgb = $css_hcl_to_xyz(color.rgb); break;
550*c8dee2aaSAndroid Build Coastguard Worker        case kOKLCH:         color.rgb = $css_okhcl_to_linear_srgb(color.rgb); break;
551*c8dee2aaSAndroid Build Coastguard Worker        case kOKLCHGamutMap: color.rgb = $css_okhcl_gamut_map_to_linear_srgb(color.rgb); break;
552*c8dee2aaSAndroid Build Coastguard Worker        case kHSL:           color.rgb = $css_hsl_to_srgb(color.rgb); break;
553*c8dee2aaSAndroid Build Coastguard Worker        case kHWB:           color.rgb = $css_hwb_to_srgb(color.rgb); break;
554*c8dee2aaSAndroid Build Coastguard Worker    }
555*c8dee2aaSAndroid Build Coastguard Worker    return color;
556*c8dee2aaSAndroid Build Coastguard Worker}
557