xref: /aosp_15_r20/external/skia/tests/sksl/blend/BlendHue.glsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker#version 400
2*c8dee2aaSAndroid Build Coastguard Workerconst float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0;
3*c8dee2aaSAndroid Build Coastguard Workerconst float sk_PrivkMinNormalHalf = 6.10351562e-05;
4*c8dee2aaSAndroid Build Coastguard Workerout vec4 sk_FragColor;
5*c8dee2aaSAndroid Build Coastguard Workeruniform vec4 src;
6*c8dee2aaSAndroid Build Coastguard Workeruniform vec4 dst;
7*c8dee2aaSAndroid Build Coastguard Workerfloat blend_color_saturation_Qhh3(vec3 color);
8*c8dee2aaSAndroid Build Coastguard Workervec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst);
9*c8dee2aaSAndroid Build Coastguard Workerfloat blend_color_saturation_Qhh3(vec3 color) {
10*c8dee2aaSAndroid Build Coastguard Worker    return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
11*c8dee2aaSAndroid Build Coastguard Worker}
12*c8dee2aaSAndroid Build Coastguard Workervec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst) {
13*c8dee2aaSAndroid Build Coastguard Worker    float alpha = dst.w * src.w;
14*c8dee2aaSAndroid Build Coastguard Worker    vec3 sda = src.xyz * dst.w;
15*c8dee2aaSAndroid Build Coastguard Worker    vec3 dsa = dst.xyz * src.w;
16*c8dee2aaSAndroid Build Coastguard Worker    vec3 l = bool(flipSat.x) ? dsa : sda;
17*c8dee2aaSAndroid Build Coastguard Worker    vec3 r = bool(flipSat.x) ? sda : dsa;
18*c8dee2aaSAndroid Build Coastguard Worker    if (bool(flipSat.y)) {
19*c8dee2aaSAndroid Build Coastguard Worker        float _2_mn = min(min(l.x, l.y), l.z);
20*c8dee2aaSAndroid Build Coastguard Worker        float _3_mx = max(max(l.x, l.y), l.z);
21*c8dee2aaSAndroid Build Coastguard Worker        l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0);
22*c8dee2aaSAndroid Build Coastguard Worker        r = dsa;
23*c8dee2aaSAndroid Build Coastguard Worker    }
24*c8dee2aaSAndroid Build Coastguard Worker    float _4_lum = dot(vec3(0.3, 0.59, 0.11), r);
25*c8dee2aaSAndroid Build Coastguard Worker    vec3 _5_result = (_4_lum - dot(vec3(0.3, 0.59, 0.11), l)) + l;
26*c8dee2aaSAndroid Build Coastguard Worker    float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
27*c8dee2aaSAndroid Build Coastguard Worker    float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
28*c8dee2aaSAndroid Build Coastguard Worker    if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
29*c8dee2aaSAndroid Build Coastguard Worker        _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (((_4_lum - _6_minComp) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon));
30*c8dee2aaSAndroid Build Coastguard Worker    }
31*c8dee2aaSAndroid Build Coastguard Worker    if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
32*c8dee2aaSAndroid Build Coastguard Worker        _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (((_7_maxComp - _4_lum) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon);
33*c8dee2aaSAndroid Build Coastguard Worker    }
34*c8dee2aaSAndroid Build Coastguard Worker    return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
35*c8dee2aaSAndroid Build Coastguard Worker}
36*c8dee2aaSAndroid Build Coastguard Workervoid main() {
37*c8dee2aaSAndroid Build Coastguard Worker    sk_FragColor = blend_hslc_h4h2h4h4(vec2(0.0, 1.0), src, dst);
38*c8dee2aaSAndroid Build Coastguard Worker}
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