xref: /aosp_15_r20/external/skia/tests/sksl/blend/BlendOverlay.wgsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity);
2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code);
3*c8dee2aaSAndroid Build Coastguard Workerstruct FSOut {
4*c8dee2aaSAndroid Build Coastguard Worker  @location(0) sk_FragColor: vec4<f32>,
5*c8dee2aaSAndroid Build Coastguard Worker};
6*c8dee2aaSAndroid Build Coastguard Workerstruct _GlobalUniforms {
7*c8dee2aaSAndroid Build Coastguard Worker  src: vec4<f32>,
8*c8dee2aaSAndroid Build Coastguard Worker  dst: vec4<f32>,
9*c8dee2aaSAndroid Build Coastguard Worker};
10*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
11*c8dee2aaSAndroid Build Coastguard Workerfn blend_overlay_component_Qhh2h2(s: vec2<f32>, d: vec2<f32>) -> f32 {
12*c8dee2aaSAndroid Build Coastguard Worker  {
13*c8dee2aaSAndroid Build Coastguard Worker    var _skTemp0: f32;
14*c8dee2aaSAndroid Build Coastguard Worker    if (2.0 * d.x) <= d.y {
15*c8dee2aaSAndroid Build Coastguard Worker      _skTemp0 = (2.0 * s.x) * d.x;
16*c8dee2aaSAndroid Build Coastguard Worker    } else {
17*c8dee2aaSAndroid Build Coastguard Worker      _skTemp0 = s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x);
18*c8dee2aaSAndroid Build Coastguard Worker    }
19*c8dee2aaSAndroid Build Coastguard Worker    return _skTemp0;
20*c8dee2aaSAndroid Build Coastguard Worker  }
21*c8dee2aaSAndroid Build Coastguard Worker}
22*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) {
23*c8dee2aaSAndroid Build Coastguard Worker  {
24*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = blend_overlay_component_Qhh2h2(_globalUniforms.src.xw, _globalUniforms.dst.xw);
25*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = blend_overlay_component_Qhh2h2(_globalUniforms.src.yw, _globalUniforms.dst.yw);
26*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = blend_overlay_component_Qhh2h2(_globalUniforms.src.zw, _globalUniforms.dst.zw);
27*c8dee2aaSAndroid Build Coastguard Worker    var _0_result: vec4<f32> = vec4<f32>(_skTemp1, _skTemp2, _skTemp3, _globalUniforms.src.w + (1.0 - _globalUniforms.src.w) * _globalUniforms.dst.w);
28*c8dee2aaSAndroid Build Coastguard Worker    _0_result = vec4<f32>((_0_result.xyz + (_globalUniforms.dst.xyz * (1.0 - _globalUniforms.src.w) + _globalUniforms.src.xyz * (1.0 - _globalUniforms.dst.w))), _0_result.w);
29*c8dee2aaSAndroid Build Coastguard Worker    (*_stageOut).sk_FragColor = _0_result;
30*c8dee2aaSAndroid Build Coastguard Worker  }
31*c8dee2aaSAndroid Build Coastguard Worker}
32*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
33*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
34*c8dee2aaSAndroid Build Coastguard Worker  _skslMain(&_stageOut);
35*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
36*c8dee2aaSAndroid Build Coastguard Worker}
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