xref: /aosp_15_r20/external/skia/tests/sksl/blend/BlendHue.glsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1#version 400
2const float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0;
3const float sk_PrivkMinNormalHalf = 6.10351562e-05;
4out vec4 sk_FragColor;
5uniform vec4 src;
6uniform vec4 dst;
7float blend_color_saturation_Qhh3(vec3 color);
8vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst);
9float blend_color_saturation_Qhh3(vec3 color) {
10    return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
11}
12vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst) {
13    float alpha = dst.w * src.w;
14    vec3 sda = src.xyz * dst.w;
15    vec3 dsa = dst.xyz * src.w;
16    vec3 l = bool(flipSat.x) ? dsa : sda;
17    vec3 r = bool(flipSat.x) ? sda : dsa;
18    if (bool(flipSat.y)) {
19        float _2_mn = min(min(l.x, l.y), l.z);
20        float _3_mx = max(max(l.x, l.y), l.z);
21        l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0);
22        r = dsa;
23    }
24    float _4_lum = dot(vec3(0.3, 0.59, 0.11), r);
25    vec3 _5_result = (_4_lum - dot(vec3(0.3, 0.59, 0.11), l)) + l;
26    float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
27    float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
28    if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
29        _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (((_4_lum - _6_minComp) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon));
30    }
31    if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
32        _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (((_7_maxComp - _4_lum) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon);
33    }
34    return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
35}
36void main() {
37    sk_FragColor = blend_hslc_h4h2h4h4(vec2(0.0, 1.0), src, dst);
38}
39