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#include <metal_stdlib>
#include <simd/simd.h>
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;
}