xref: /aosp_15_r20/external/skia/tests/sksl/blend/BlendSaturation.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 Workerconst sk_PrivkGuardedDivideEpsilon: f32 = f32(select(0.0, 1e-08, false));
12*c8dee2aaSAndroid Build Coastguard Workerconst sk_PrivkMinNormalHalf: f32 = 6.10351562e-05;
13*c8dee2aaSAndroid Build Coastguard Workerfn blend_color_saturation_Qhh3(color: vec3<f32>) -> f32 {
14*c8dee2aaSAndroid Build Coastguard Worker  {
15*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = max(color.x, color.y);
16*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = max(_skTemp0, color.z);
17*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = min(color.x, color.y);
18*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = min(_skTemp2, color.z);
19*c8dee2aaSAndroid Build Coastguard Worker    return _skTemp1 - _skTemp3;
20*c8dee2aaSAndroid Build Coastguard Worker  }
21*c8dee2aaSAndroid Build Coastguard Worker}
22*c8dee2aaSAndroid Build Coastguard Workerfn blend_hslc_h4h2h4h4(flipSat: vec2<f32>, src: vec4<f32>, dst: vec4<f32>) -> vec4<f32> {
23*c8dee2aaSAndroid Build Coastguard Worker  {
24*c8dee2aaSAndroid Build Coastguard Worker    let alpha: f32 = dst.w * src.w;
25*c8dee2aaSAndroid Build Coastguard Worker    let sda: vec3<f32> = src.xyz * dst.w;
26*c8dee2aaSAndroid Build Coastguard Worker    let dsa: vec3<f32> = dst.xyz * src.w;
27*c8dee2aaSAndroid Build Coastguard Worker    var l: vec3<f32> = select(sda, dsa, vec3<bool>(bool(flipSat.x)));
28*c8dee2aaSAndroid Build Coastguard Worker    var r: vec3<f32> = select(dsa, sda, vec3<bool>(bool(flipSat.x)));
29*c8dee2aaSAndroid Build Coastguard Worker    if bool(flipSat.y) {
30*c8dee2aaSAndroid Build Coastguard Worker      {
31*c8dee2aaSAndroid Build Coastguard Worker        let _skTemp4 = min(l.x, l.y);
32*c8dee2aaSAndroid Build Coastguard Worker        let _skTemp5 = min(_skTemp4, l.z);
33*c8dee2aaSAndroid Build Coastguard Worker        let _2_mn: f32 = _skTemp5;
34*c8dee2aaSAndroid Build Coastguard Worker        let _skTemp6 = max(l.x, l.y);
35*c8dee2aaSAndroid Build Coastguard Worker        let _skTemp7 = max(_skTemp6, l.z);
36*c8dee2aaSAndroid Build Coastguard Worker        let _3_mx: f32 = _skTemp7;
37*c8dee2aaSAndroid Build Coastguard Worker        var _skTemp8: vec3<f32>;
38*c8dee2aaSAndroid Build Coastguard Worker        if _3_mx > _2_mn {
39*c8dee2aaSAndroid Build Coastguard Worker          let _skTemp9 = blend_color_saturation_Qhh3(r);
40*c8dee2aaSAndroid Build Coastguard Worker          _skTemp8 = ((l - _2_mn) * _skTemp9) / (_3_mx - _2_mn);
41*c8dee2aaSAndroid Build Coastguard Worker        } else {
42*c8dee2aaSAndroid Build Coastguard Worker          _skTemp8 = vec3<f32>(0.0);
43*c8dee2aaSAndroid Build Coastguard Worker        }
44*c8dee2aaSAndroid Build Coastguard Worker        l = _skTemp8;
45*c8dee2aaSAndroid Build Coastguard Worker        r = dsa;
46*c8dee2aaSAndroid Build Coastguard Worker      }
47*c8dee2aaSAndroid Build Coastguard Worker    }
48*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp10 = dot(vec3<f32>(0.3, 0.59, 0.11), r);
49*c8dee2aaSAndroid Build Coastguard Worker    let _4_lum: f32 = _skTemp10;
50*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp11 = dot(vec3<f32>(0.3, 0.59, 0.11), l);
51*c8dee2aaSAndroid Build Coastguard Worker    var _5_result: vec3<f32> = (_4_lum - _skTemp11) + l;
52*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp12 = min(_5_result.x, _5_result.y);
53*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp13 = min(_skTemp12, _5_result.z);
54*c8dee2aaSAndroid Build Coastguard Worker    let _6_minComp: f32 = _skTemp13;
55*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp14 = max(_5_result.x, _5_result.y);
56*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp15 = max(_skTemp14, _5_result.z);
57*c8dee2aaSAndroid Build Coastguard Worker    let _7_maxComp: f32 = _skTemp15;
58*c8dee2aaSAndroid Build Coastguard Worker    if (_6_minComp < 0.0) && (_4_lum != _6_minComp) {
59*c8dee2aaSAndroid Build Coastguard Worker      {
60*c8dee2aaSAndroid Build Coastguard Worker        _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (((_4_lum - _6_minComp) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon));
61*c8dee2aaSAndroid Build Coastguard Worker      }
62*c8dee2aaSAndroid Build Coastguard Worker    }
63*c8dee2aaSAndroid Build Coastguard Worker    if (_7_maxComp > alpha) && (_7_maxComp != _4_lum) {
64*c8dee2aaSAndroid Build Coastguard Worker      {
65*c8dee2aaSAndroid Build Coastguard Worker        _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (((_7_maxComp - _4_lum) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon);
66*c8dee2aaSAndroid Build Coastguard Worker      }
67*c8dee2aaSAndroid Build Coastguard Worker    }
68*c8dee2aaSAndroid Build Coastguard Worker    return vec4<f32>((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
69*c8dee2aaSAndroid Build Coastguard Worker  }
70*c8dee2aaSAndroid Build Coastguard Worker}
71*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) {
72*c8dee2aaSAndroid Build Coastguard Worker  {
73*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp16 = blend_hslc_h4h2h4h4(vec2<f32>(1.0), _globalUniforms.src, _globalUniforms.dst);
74*c8dee2aaSAndroid Build Coastguard Worker    (*_stageOut).sk_FragColor = _skTemp16;
75*c8dee2aaSAndroid Build Coastguard Worker  }
76*c8dee2aaSAndroid Build Coastguard Worker}
77*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
78*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
79*c8dee2aaSAndroid Build Coastguard Worker  _skslMain(&_stageOut);
80*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
81*c8dee2aaSAndroid Build Coastguard Worker}
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