#include #include using namespace metal; struct Uniforms { float4 src; float4 dst; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float _blend_overlay_component_hh2h2(float2 s, float2 d) { return 2.0 * d.x <= d.y ? (2.0 * s.x) * d.x : s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x); } float4 blend_overlay_h4h4h4(float4 src, float4 dst) { float4 result = float4(_blend_overlay_component_hh2h2(src.xw, dst.xw), _blend_overlay_component_hh2h2(src.yw, dst.yw), _blend_overlay_component_hh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); result.xyz = result.xyz + dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w); return result; } float _color_dodge_component_hh2h2(float2 s, float2 d) { if (d.x == 0.0) { return s.x * (1.0 - d.y); } else { float delta = s.y - s.x; if (delta == 0.0) { return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); } else { delta = min(d.y, (d.x * s.y) / delta); return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); } } } float _color_burn_component_hh2h2(float2 s, float2 d) { if (d.y == d.x) { return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); } else if (s.x == 0.0) { return d.x * (1.0 - s.y); } else { float delta = max(0.0, d.y - ((d.y - d.x) * s.y) / s.x); return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); } } float _soft_light_component_hh2h2(float2 s, float2 d) { if (2.0 * s.x <= s.y) { return (((d.x * d.x) * (s.y - 2.0 * s.x)) / d.y + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0); } else if (4.0 * d.x <= d.y) { float DSqd = d.x * d.x; float DCub = DSqd * d.x; float DaSqd = d.y * d.y; float DaCub = DaSqd * d.y; return (((DaSqd * (s.x - d.x * ((3.0 * s.y - 6.0 * s.x) - 1.0)) + ((12.0 * d.y) * DSqd) * (s.y - 2.0 * s.x)) - (16.0 * DCub) * (s.y - 2.0 * s.x)) - DaCub * s.x) / DaSqd; } else { return ((d.x * ((s.y - 2.0 * s.x) + 1.0) + s.x) - sqrt(d.y * d.x) * (s.y - 2.0 * s.x)) - d.y * s.x; } } float3 _blend_set_color_luminance_h3h3hh3(float3 hueSatColor, float alpha, float3 lumColor) { float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); float3 result = (lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor; float minComp = min(min(result.x, result.y), result.z); float maxComp = max(max(result.x, result.y), result.z); if (minComp < 0.0 && lum != minComp) { result = lum + (result - lum) * (lum / (lum - minComp)); } if (maxComp > alpha && maxComp != lum) { return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); } else { return result; } } float3 _blend_set_color_saturation_helper_h3h3h(float3 minMidMax, float sat) { if (minMidMax.x < minMidMax.z) { return float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); } else { return float3(0.0); } } float3 _blend_set_color_saturation_h3h3h3(float3 hueLumColor, float3 satColor) { float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z); if (hueLumColor.x <= hueLumColor.y) { if (hueLumColor.y <= hueLumColor.z) { return _blend_set_color_saturation_helper_h3h3h(hueLumColor, sat); } else if (hueLumColor.x <= hueLumColor.z) { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.xzy, sat).xzy; } else { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zxy, sat).yzx; } } else if (hueLumColor.x <= hueLumColor.z) { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yxz, sat).yxz; } else if (hueLumColor.y <= hueLumColor.z) { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yzx, sat).zxy; } else { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zyx, sat).zyx; } } float4 blend_h4eh4h4(int mode, float4 src, float4 dst) { switch (mode) { case 0: return float4(0.0); case 1: return src; case 2: return dst; case 3: return src + (1.0 - src.w) * dst; case 4: return (1.0 - dst.w) * src + dst; case 5: return src * dst.w; case 6: return dst * src.w; case 7: return (1.0 - dst.w) * src; case 8: return (1.0 - src.w) * dst; case 9: return dst.w * src + (1.0 - src.w) * dst; case 10: return (1.0 - dst.w) * src + src.w * dst; case 11: return (1.0 - dst.w) * src + (1.0 - src.w) * dst; case 12: return min(src + dst, 1.0); case 13: return src * dst; case 14: return src + (1.0 - src) * dst; case 15: return blend_overlay_h4h4h4(src, dst); case 16: float4 _0_result = src + (1.0 - src.w) * dst; _0_result.xyz = min(_0_result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); return _0_result; case 17: float4 _1_result = src + (1.0 - src.w) * dst; _1_result.xyz = max(_1_result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); return _1_result; case 18: return float4(_color_dodge_component_hh2h2(src.xw, dst.xw), _color_dodge_component_hh2h2(src.yw, dst.yw), _color_dodge_component_hh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); case 19: return float4(_color_burn_component_hh2h2(src.xw, dst.xw), _color_burn_component_hh2h2(src.yw, dst.yw), _color_burn_component_hh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); case 20: return blend_overlay_h4h4h4(dst, src); case 21: return dst.w == 0.0 ? src : float4(_soft_light_component_hh2h2(src.xw, dst.xw), _soft_light_component_hh2h2(src.yw, dst.yw), _soft_light_component_hh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); case 22: return float4((src.xyz + dst.xyz) - 2.0 * min(src.xyz * dst.w, dst.xyz * src.w), src.w + (1.0 - src.w) * dst.w); case 23: return float4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w); case 24: return float4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w); case 25: float _2_alpha = dst.w * src.w; float3 _3_sda = src.xyz * dst.w; float3 _4_dsa = dst.xyz * src.w; return float4((((_blend_set_color_luminance_h3h3hh3(_blend_set_color_saturation_h3h3h3(_3_sda, _4_dsa), _2_alpha, _4_dsa) + dst.xyz) - _4_dsa) + src.xyz) - _3_sda, (src.w + dst.w) - _2_alpha); case 26: float _5_alpha = dst.w * src.w; float3 _6_sda = src.xyz * dst.w; float3 _7_dsa = dst.xyz * src.w; return float4((((_blend_set_color_luminance_h3h3hh3(_blend_set_color_saturation_h3h3h3(_7_dsa, _6_sda), _5_alpha, _7_dsa) + dst.xyz) - _7_dsa) + src.xyz) - _6_sda, (src.w + dst.w) - _5_alpha); case 27: float _8_alpha = dst.w * src.w; float3 _9_sda = src.xyz * dst.w; float3 _10_dsa = dst.xyz * src.w; return float4((((_blend_set_color_luminance_h3h3hh3(_9_sda, _8_alpha, _10_dsa) + dst.xyz) - _10_dsa) + src.xyz) - _9_sda, (src.w + dst.w) - _8_alpha); case 28: float _11_alpha = dst.w * src.w; float3 _12_sda = src.xyz * dst.w; float3 _13_dsa = dst.xyz * src.w; return float4((((_blend_set_color_luminance_h3h3hh3(_13_dsa, _11_alpha, _12_sda) + dst.xyz) - _13_dsa) + src.xyz) - _12_sda, (src.w + dst.w) - _11_alpha); default: return float4(0.0); } } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; _out.sk_FragColor = blend_h4eh4h4(13, _uniforms.src, _uniforms.dst); return _out; }