| // defines built-in functions supported by SkSL when running on a GPU |
| |
| $genType radians($genType degrees); |
| $genType sin($genType angle); |
| $genType cos($genType angle); |
| $genType tan($genType angle); |
| $genType asin($genType x); |
| $genType acos($genType x); |
| $genType atan($genType y, $genType x); |
| $genType atan($genType y_over_x); |
| $genType sinh($genType x); |
| $genType cosh($genType x); |
| $genType tanh($genType x); |
| $genType asinh($genType x); |
| $genType acosh($genType x); |
| $genType atanh($genType x); |
| $genType pow($genType x, $genType y); |
| $genType exp($genType x); |
| $genType log($genType x); |
| $genType exp2($genType x); |
| $genType log2($genType x); |
| $genType sqrt($genType x); |
| $genHType radians($genHType degrees); |
| $genHType sin($genHType angle); |
| $genHType cos($genHType angle); |
| $genHType tan($genHType angle); |
| $genHType asin($genHType x); |
| $genHType acos($genHType x); |
| $genHType atan($genHType y, $genHType x); |
| $genHType atan($genHType y_over_x); |
| $genHType sinh($genHType x); |
| $genHType cosh($genHType x); |
| $genHType tanh($genHType x); |
| $genHType asinh($genHType x); |
| $genHType acosh($genHType x); |
| $genHType atanh($genHType x); |
| $genHType pow($genHType x, $genHType y); |
| $genHType exp($genHType x); |
| $genHType log($genHType x); |
| $genHType exp2($genHType x); |
| $genHType log2($genHType x); |
| $genHType sqrt($genHType x); |
| $genType inversesqrt($genType x); |
| $genType abs($genType x); |
| $genHType abs($genHType x); |
| $genIType abs($genIType x); |
| $genType sign($genType x); |
| $genHType sign($genHType x); |
| $genIType sign($genIType x); |
| $genType floor($genType x); |
| $genHType floor($genHType x); |
| $genType trunc($genType x); |
| $genHType trunc($genHType x); |
| $genType round($genType x); |
| $genHType round($genHType x); |
| $genType roundEven($genType x); |
| $genHType roundEven($genHType x); |
| $genType ceil($genType x); |
| $genHType ceil($genHType x); |
| $genType fract($genType x); |
| $genHType fract($genHType x); |
| $genType mod($genType x, float y); |
| $genType mod($genType x, $genType y); |
| $genHType mod($genHType x, half y); |
| $genHType mod($genHType x, $genHType y); |
| $genType modf($genType x, out $genType i); |
| $genHType modf($genHType x, out $genHType i); |
| $genType min($genType x, $genType y); |
| $genType min($genType x, float y); |
| $genHType min($genHType x, $genHType y); |
| $genHType min($genHType x, half y); |
| $genIType min($genIType x, $genIType y); |
| $genIType min($genIType x, int y); |
| $genType max($genType x, $genType y); |
| $genType max($genType x, float y); |
| $genHType max($genHType x, $genHType y); |
| $genHType max($genHType x, half y); |
| $genIType max($genIType x, $genIType y); |
| $genIType max($genIType x, int y); |
| $genType clamp($genType x, $genType minVal, $genType maxVal); |
| $genType clamp($genType x, float minVal, float maxVal); |
| $genHType clamp($genHType x, $genHType minVal, $genHType maxVal); |
| $genHType clamp($genHType x, half minVal, half maxVal); |
| $genIType clamp($genIType x, $genIType minVal, $genIType maxVal); |
| $genIType clamp($genIType x, int minVal, int maxVal); |
| $genType saturate($genType x); |
| $genHType saturate($genHType x); |
| $genType mix($genType x, $genType y, $genType a); |
| $genType mix($genType x, $genType y, float a); |
| $genHType mix($genHType x, $genHType y, $genHType a); |
| $genHType mix($genHType x, $genHType y, half a); |
| $genType mix($genType x, $genType y, $genBType a); |
| $genHType mix($genHType x, $genHType y, $genBType a); |
| $genIType mix($genIType x, $genIType y, $genBType a); |
| $genBType mix($genBType x, $genBType y, $genBType a); |
| $genType step($genType edge, $genType x); |
| $genType step(float edge, $genType x); |
| $genHType step($genHType edge, $genHType x); |
| $genHType step(half edge, $genHType x); |
| $genType smoothstep($genType edge0, $genType edge1, $genType x); |
| $genType smoothstep(float edge0, float edge1, $genType x); |
| $genHType smoothstep($genHType edge0, $genHType edge1, $genHType x); |
| $genHType smoothstep(half edge0, half edge1, $genHType x); |
| $genBType isnan($genType x); |
| $genBType isinf($genType x); |
| $genIType floatBitsToInt($genType value); |
| $genType intBitsTofloat($genIType value); |
| $genType uintBitsTofloat($genUType value); |
| $genType fma($genType a, $genType b, $genType c); |
| $genHType fma($genHType a, $genHType b, $genHType c); |
| sk_has_side_effects $genType frexp($genType x, out $genIType exp); |
| $genType ldexp($genType x, in $genIType exp); |
| uint packUnorm2x16(float2 v); |
| uint packSnorm2x16(float2 v); |
| uint packUnorm4x8(float4 v); |
| uint packSnorm4x8(float4 v); |
| float2 unpackUnorm2x16(uint p); |
| float2 unpackSnorm2x16(uint p); |
| float4 unpackUnorm4x8(uint p); |
| float4 unpackSnorm4x8(uint p); |
| uint packHalf2x16(float2 v); |
| float2 unpackHalf2x16(uint v); |
| float length($genType x); |
| half length($genHType x); |
| float distance($genType p0, $genType p1); |
| half distance($genHType p0, $genHType p1); |
| float dot($genType x, $genType y); |
| half dot($genHType x, $genHType y); |
| float3 cross(float3 x, float3 y); |
| half3 cross(half3 x, half3 y); |
| $genType normalize($genType x); |
| $genHType normalize($genHType x); |
| float4 ftransform(); |
| $genType faceforward($genType N, $genType I, $genType Nref); |
| $genHType faceforward($genHType N, $genHType I, $genHType Nref); |
| $genType reflect($genType I, $genType N); |
| $genHType reflect($genHType I, $genHType N); |
| $genType refract($genType I, $genType N, float eta); |
| $genHType refract($genHType I, $genHType N, float eta); |
| $mat matrixCompMult($mat x, $mat y); |
| float2x2 outerProduct(float2 c, float2 r); |
| float3x3 outerProduct(float3 c, float3 r); |
| float4x3 outerProduct(float4 c, float4 r); |
| float2x3 outerProduct(float3 c, float2 r); |
| float3x2 outerProduct(float2 c, float3 r); |
| float2x4 outerProduct(float4 c, float2 r); |
| float4x2 outerProduct(float2 c, float4 r); |
| float3x4 outerProduct(float4 c, float3 r); |
| float4x3 outerProduct(float3 c, float4 r); |
| half2x2 outerProduct(half2 c, half2 r); |
| half3x3 outerProduct(half3 c, half3 r); |
| half4x3 outerProduct(half4 c, half4 r); |
| half2x3 outerProduct(half3 c, half2 r); |
| half3x2 outerProduct(half2 c, half3 r); |
| half2x4 outerProduct(half4 c, half2 r); |
| half4x2 outerProduct(half2 c, half4 r); |
| half3x4 outerProduct(half4 c, half3 r); |
| half4x3 outerProduct(half3 c, half4 r); |
| float2x2 transpose(float2x2 m); |
| float3x3 transpose(float3x3 m); |
| float4x4 transpose(float4x4 m); |
| float2x3 transpose(float3x2 m); |
| float3x2 transpose(float2x3 m); |
| float2x4 transpose(float4x2 m); |
| float4x2 transpose(float2x4 m); |
| float3x4 transpose(float4x3 m); |
| float4x3 transpose(float3x4 m); |
| half2x2 transpose(half2x2 m); |
| half3x3 transpose(half3x3 m); |
| half4x4 transpose(half4x4 m); |
| half2x3 transpose(half3x2 m); |
| half3x2 transpose(half2x3 m); |
| half2x4 transpose(half4x2 m); |
| half4x2 transpose(half2x4 m); |
| half3x4 transpose(half4x3 m); |
| half4x3 transpose(half3x4 m); |
| float determinant(float2x2 m); |
| float determinant(float3x3 m); |
| float determinant(float4x4 m); |
| half determinant(half2x2 m); |
| half determinant(half3x3 m); |
| half determinant(half4x4 m); |
| float2x2 inverse(float2x2 m); |
| float3x3 inverse(float3x3 m); |
| float4x4 inverse(float4x4 m); |
| half2x2 inverse(half2x2 m); |
| half3x3 inverse(half3x3 m); |
| half4x4 inverse(half4x4 m); |
| $bvec lessThan($vec x, $vec y); |
| $bvec lessThan($hvec x, $hvec y); |
| $bvec lessThan($ivec x, $ivec y); |
| $bvec lessThan($svec x, $svec y); |
| $bvec lessThan($usvec x, $usvec y); |
| $bvec lessThan($uvec x, $uvec y); |
| $bvec lessThanEqual($vec x, $vec y); |
| $bvec lessThanEqual($hvec x, $hvec y); |
| $bvec lessThanEqual($ivec x, $ivec y); |
| $bvec lessThanEqual($uvec x, $uvec y); |
| $bvec lessThanEqual($svec x, $svec y); |
| $bvec lessThanEqual($usvec x, $usvec y); |
| $bvec greaterThan($vec x, $vec y); |
| $bvec greaterThan($hvec x, $hvec y); |
| $bvec greaterThan($ivec x, $ivec y); |
| $bvec greaterThan($uvec x, $uvec y); |
| $bvec greaterThan($svec x, $svec y); |
| $bvec greaterThan($usvec x, $usvec y); |
| $bvec greaterThanEqual($vec x, $vec y); |
| $bvec greaterThanEqual($hvec x, $hvec y); |
| $bvec greaterThanEqual($ivec x, $ivec y); |
| $bvec greaterThanEqual($uvec x, $uvec y); |
| $bvec greaterThanEqual($svec x, $svec y); |
| $bvec greaterThanEqual($usvec x, $usvec y); |
| $bvec equal($vec x, $vec y); |
| $bvec equal($hvec x, $hvec y); |
| $bvec equal($ivec x, $ivec y); |
| $bvec equal($uvec x, $uvec y); |
| $bvec equal($svec x, $svec y); |
| $bvec equal($usvec x, $usvec y); |
| $bvec equal($bvec x, $bvec y); |
| $bvec notEqual($vec x, $vec y); |
| $bvec notEqual($hvec x, $hvec y); |
| $bvec notEqual($ivec x, $ivec y); |
| $bvec notEqual($uvec x, $uvec y); |
| $bvec notEqual($svec x, $svec y); |
| $bvec notEqual($usvec x, $usvec y); |
| $bvec notEqual($bvec x, $bvec y); |
| bool any($bvec x); |
| bool all($bvec x); |
| $bvec not($bvec x); |
| |
| $genIType bitCount($genIType value); |
| $genIType bitCount($genUType value); |
| $genIType findLSB($genIType value); |
| $genIType findLSB($genUType value); |
| $genIType findMSB($genIType value); |
| $genIType findMSB($genUType value); |
| |
| sampler2D makeSampler2D(texture2D texture, sampler sampler); |
| int2 textureSize($gsampler2DRect sampler); |
| |
| half4 sample($gsampler1D sampler, float P); |
| half4 sample($gsampler1D sampler, float P, float bias); |
| half4 sample($gsampler2D sampler, float2 P); |
| // The above currently only expand to handle the float/fixed case. So we also declare this integer |
| // version of sample(). |
| int4 sample(isampler2D sampler, float2 P); |
| half4 sample(samplerExternalOES sampler, float2 P, float bias); |
| half4 sample(samplerExternalOES sampler, float2 P); |
| |
| half4 sample($gsampler2DRect sampler, float2 P); |
| half4 sample($gsampler2DRect sampler, float3 P); |
| |
| // Currently we do not support the generic types of loading subpassInput so we have some explicit |
| // versions that we currently use |
| half4 subpassLoad(subpassInput subpass); |
| half4 subpassLoad(subpassInputMS subpass, int sample); |
| |
| half4 sample($gsampler1D sampler, float2 P); |
| half4 sample($gsampler1D sampler, float2 P, float bias); |
| half4 sample($gsampler2D sampler, float3 P); |
| half4 sample($gsampler2D sampler, float3 P, float bias); |
| |
| float4 imageLoad(image2D image, int2 P); |
| int4 imageLoad(iimage2D image, int2 P); |
| $genType dFdx($genType p); |
| $genType dFdy($genType p); |
| $genHType dFdx($genHType p); |
| $genHType dFdy($genHType p); |
| $genType fwidth($genType p); |
| $genHType fwidth($genHType p); |
| float interpolateAtSample(float interpolant, int sample); |
| float2 interpolateAtSample(float2 interpolant, int sample); |
| float3 interpolateAtSample(float3 interpolant, int sample); |
| float4 interpolateAtSample(float4 interpolant, int sample); |
| float interpolateAtOffset(float interpolant, float2 offset); |
| float2 interpolateAtOffset(float2 interpolant, float2 offset); |
| float3 interpolateAtOffset(float3 interpolant, float2 offset); |
| float4 interpolateAtOffset(float4 interpolant, float2 offset); |
| |
| // Definitions of functions implementing all of the SkBlendMode blends. |
| |
| half4 blend_clear(half4 src, half4 dst) { return half4(0); } |
| |
| half4 blend_src(half4 src, half4 dst) { return src; } |
| |
| half4 blend_dst(half4 src, half4 dst) { return dst; } |
| |
| half4 blend_src_over(half4 src, half4 dst) { return src + (1 - src.a)*dst; } |
| |
| half4 blend_dst_over(half4 src, half4 dst) { return (1 - dst.a)*src + dst; } |
| |
| half4 blend_src_in(half4 src, half4 dst) { |
| @if (sk_Caps.inBlendModesFailRandomlyForAllZeroVec) { |
| if (src == half4(0)) { |
| return half4(0); |
| } |
| } |
| return src*dst.a; |
| } |
| |
| half4 blend_dst_in(half4 src, half4 dst) { return blend_src_in(dst, src); } |
| |
| half4 blend_src_out(half4 src, half4 dst) { return (1 - dst.a)*src; } |
| |
| half4 blend_dst_out(half4 src, half4 dst) { return (1 - src.a)*dst; } |
| |
| half4 blend_src_atop(half4 src, half4 dst) { return dst.a*src + (1 - src.a)*dst; } |
| |
| half4 blend_dst_atop(half4 src, half4 dst) { return (1 - dst.a) * src + src.a*dst; } |
| |
| half4 blend_xor(half4 src, half4 dst) { return (1 - dst.a)*src + (1 - src.a)*dst; } |
| |
| half4 blend_plus(half4 src, half4 dst) { return min(src + dst, 1); } |
| |
| half4 blend_modulate(half4 src, half4 dst) { return src*dst; } |
| |
| half4 blend_screen(half4 src, half4 dst) { return src + (1 - src)*dst; } |
| |
| half _blend_overlay_component(half sc, half sa, half dc, half da) { |
| if (2*dc <= da) { |
| return 2*sc*dc; |
| } |
| return sa*da - 2*(da - dc)*(sa - sc); |
| } |
| |
| half4 blend_overlay(half4 src, half4 dst) { |
| half4 result = half4(_blend_overlay_component(src.r, src.a, dst.r, dst.a), |
| _blend_overlay_component(src.g, src.a, dst.g, dst.a), |
| _blend_overlay_component(src.b, src.a, dst.b, dst.a), |
| src.a + (1 - src.a)*dst.a); |
| result.rgb += dst.rgb*(1 - src.a) + src.rgb*(1 - dst.a); |
| return result; |
| } |
| |
| half4 blend_darken(half4 src, half4 dst) { |
| half4 result = blend_src_over(src, dst); |
| result.rgb = min(result.rgb, (1 - dst.a)*src.rgb + dst.rgb); |
| return result; |
| } |
| |
| half4 blend_lighten(half4 src, half4 dst) { |
| half4 result = blend_src_over(src, dst); |
| result.rgb = max(result.rgb, (1 - dst.a)*src.rgb + dst.rgb); |
| return result; |
| } |
| |
| half _guarded_divide(half n, half d) { |
| @if (sk_Caps.mustGuardDivisionEvenAfterExplicitZeroCheck) { |
| return n/(d + 0.00000001); |
| } else { |
| return n/d; |
| } |
| } |
| |
| half _color_dodge_component(half sc, half sa, half dc, half da) { |
| if (dc == 0) { |
| return sc*(1 - da); |
| } else { |
| half d = sa - sc; |
| if (d == 0) { |
| return sa*da + sc*(1 - da) + dc*(1 - sa); |
| } |
| d = min(da, _guarded_divide(dc*sa, d)); |
| return d*sa + sc*(1 - da) + dc*(1 - sa); |
| } |
| } |
| |
| half4 blend_color_dodge(half4 src, half4 dst) { |
| return half4(_color_dodge_component(src.r, src.a, dst.r, dst.a), |
| _color_dodge_component(src.g, src.a, dst.g, dst.a), |
| _color_dodge_component(src.b, src.a, dst.b, dst.a), |
| src.a + (1 - src.a)*dst.a); |
| } |
| |
| half _color_burn_component(half sc, half sa, half dc, half da) { |
| if (da == dc) { |
| return sa*da + sc*(1 - da) + dc*(1 - sa); |
| } else if (sc == 0) { |
| return dc*(1 - sa); |
| } |
| half d = max(0, da - _guarded_divide((da - dc)*sa, sc)); |
| return d*sa + sc*(1 - da) + dc*(1 - sa); |
| } |
| |
| half4 blend_color_burn(half4 src, half4 dst) { |
| return half4(_color_burn_component(src.r, src.a, dst.r, dst.a), |
| _color_burn_component(src.g, src.a, dst.g, dst.a), |
| _color_burn_component(src.b, src.a, dst.b, dst.a), |
| src.a + (1 - src.a)*dst.a); |
| } |
| |
| half4 blend_hard_light(half4 src, half4 dst) { return blend_overlay(dst, src); } |
| |
| half _soft_light_component(half sc, half sa, half dc, half da) { |
| if (2*sc <= sa) { |
| return _guarded_divide(dc*dc*(sa - 2*sc), da) + (1 - da)*sc + dc*(-sa + 2*sc + 1); |
| } else if (4.0 * dc <= da) { |
| half DSqd = dc*dc; |
| half DCub = DSqd*dc; |
| half DaSqd = da*da; |
| half DaCub = DaSqd*da; |
| return _guarded_divide(DaSqd*(sc - dc*(3*sa - 6*sc - 1)) + 12*da*DSqd*(sa - 2*sc) |
| - 16*DCub * (sa - 2*sc) - DaCub*sc, DaSqd); |
| } |
| return dc*(sa - 2*sc + 1) + sc - sqrt(da*dc)*(sa - 2*sc) - da*sc; |
| } |
| |
| half4 blend_soft_light(half4 src, half4 dst) { |
| if (dst.a == 0) { |
| return src; |
| } |
| return half4(_soft_light_component(src.r, src.a, dst.r, dst.a), |
| _soft_light_component(src.g, src.a, dst.g, dst.a), |
| _soft_light_component(src.b, src.a, dst.b, dst.a), |
| src.a + (1 - src.a)*dst.a); |
| } |
| |
| half4 blend_difference(half4 src, half4 dst) { |
| return half4(src.rgb + dst.rgb - 2*min(src.rgb*dst.a, dst.rgb*src.a), |
| src.a + (1 - src.a)*dst.a); |
| } |
| |
| half4 blend_exclusion(half4 src, half4 dst) { |
| return half4(dst.rgb + src.rgb - 2*dst.rgb*src.rgb, src.a + (1 - src.a)*dst.a); |
| } |
| |
| half4 blend_multiply(half4 src, half4 dst) { |
| return half4((1 - src.a)*dst.rgb + (1 - dst.a)*src.rgb + src.rgb*dst.rgb, |
| src.a + (1 - src.a)*dst.a); |
| } |
| |
| half _blend_color_luminance(half3 color) { return dot(half3(0.3, 0.59, 0.11), color); } |
| |
| half3 _blend_set_color_luminance(half3 hueSatColor, half alpha, half3 lumColor) { |
| half lum = _blend_color_luminance(lumColor); |
| half3 result = lum - _blend_color_luminance(hueSatColor) + hueSatColor; |
| half minComp = min(min(result.r, result.g), result.b); |
| half maxComp = max(max(result.r, result.g), result.b); |
| if (minComp < 0 && lum != minComp) { |
| result = lum + (result - lum) * lum/(lum - minComp); |
| } |
| if (maxComp > alpha && maxComp != lum) { |
| return lum + ((result - lum) * (alpha - lum))/(maxComp - lum); |
| } |
| return result; |
| } |
| |
| half _blend_color_saturation(half3 color) { |
| return max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b); |
| } |
| |
| half3 _blend_set_color_saturation_helper(half3 minMidMax, half sat) { |
| if (minMidMax.r < minMidMax.b) { |
| return half3(0, sat*(minMidMax.g - minMidMax.r)/(minMidMax.b - minMidMax.r), sat); |
| } |
| return half3(0); |
| } |
| |
| half3 _blend_set_color_saturation(half3 hueLumColor, half3 satColor) { |
| half sat = _blend_color_saturation(satColor); |
| if (hueLumColor.r <= hueLumColor.g) { |
| if (hueLumColor.g <= hueLumColor.b) { |
| hueLumColor.rgb = _blend_set_color_saturation_helper(hueLumColor.rgb, sat); |
| } else if (hueLumColor.r <= hueLumColor.b) { |
| hueLumColor.rbg = _blend_set_color_saturation_helper(hueLumColor.rbg, sat); |
| } else { |
| hueLumColor.brg = _blend_set_color_saturation_helper(hueLumColor.brg, sat); |
| } |
| } else if (hueLumColor.r <= hueLumColor.b) { |
| hueLumColor.grb = _blend_set_color_saturation_helper(hueLumColor.grb, sat); |
| } else if (hueLumColor.g <= hueLumColor.b) { |
| hueLumColor.gbr = _blend_set_color_saturation_helper(hueLumColor.gbr, sat); |
| } else { |
| hueLumColor.bgr = _blend_set_color_saturation_helper(hueLumColor.bgr, sat); |
| } |
| return hueLumColor; |
| } |
| |
| half4 blend_hue(half4 src, half4 dst) { |
| half alpha = dst.a*src.a; |
| half3 sda = src.rgb*dst.a; |
| half3 dsa = dst.rgb*src.a; |
| return half4(_blend_set_color_luminance(_blend_set_color_saturation(sda, dsa), alpha, dsa) + |
| dst.rgb - dsa + src.rgb - sda, |
| src.a + dst.a - alpha); |
| } |
| |
| half4 blend_saturation(half4 src, half4 dst) { |
| half alpha = dst.a*src.a; |
| half3 sda = src.rgb*dst.a; |
| half3 dsa = dst.rgb*src.a; |
| return half4(_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + |
| dst.rgb - dsa + src.rgb - sda, |
| src.a + dst.a - alpha); |
| } |
| |
| half4 blend_color(half4 src, half4 dst) { |
| half alpha = dst.a*src.a; |
| half3 sda = src.rgb*dst.a; |
| half3 dsa = dst.rgb*src.a; |
| return half4(_blend_set_color_luminance(sda, alpha, dsa) + dst.rgb - dsa + src.rgb - sda, |
| src.a + dst.a - alpha); |
| } |
| |
| half4 blend_luminosity(half4 src, half4 dst) { |
| half alpha = dst.a*src.a; |
| half3 sda = src.rgb*dst.a; |
| half3 dsa = dst.rgb*src.a; |
| return half4(_blend_set_color_luminance(dsa, alpha, sda) + dst.rgb - dsa + src.rgb - sda, |
| src.a + dst.a - alpha); |
| |
| } |
| |
| enum class SkBlendMode { |
| kClear = 0, |
| kSrc = 1, |
| kDst = 2, |
| kSrcOver = 3, |
| kDstOver = 4, |
| kSrcIn = 5, |
| kDstIn = 6, |
| kSrcOut = 7, |
| kDstOut = 8, |
| kSrcATop = 9, |
| kDstATop = 10, |
| kXor = 11, |
| kPlus = 12, |
| kModulate = 13, |
| kScreen = 14, |
| kOverlay = 15, |
| kDarken = 16, |
| kLighten = 17, |
| kColorDodge = 18, |
| kColorBurn = 19, |
| kHardLight = 20, |
| kSoftLight = 21, |
| kDifference = 22, |
| kExclusion = 23, |
| kMultiply = 24, |
| kHue = 25, |
| kSaturation = 26, |
| kColor = 27, |
| kLuminosity = 28 |
| }; |
| |
| half4 blend(SkBlendMode mode, half4 src, half4 dst) { |
| switch (mode) { |
| case SkBlendMode::kClear: return blend_clear(src, dst); |
| case SkBlendMode::kSrc: return blend_src(src, dst); |
| case SkBlendMode::kDst: return blend_dst(src, dst); |
| case SkBlendMode::kSrcOver: return blend_src_over(src, dst); |
| case SkBlendMode::kDstOver: return blend_dst_over(src, dst); |
| case SkBlendMode::kSrcIn: return blend_src_in(src, dst); |
| case SkBlendMode::kDstIn: return blend_dst_in(src, dst); |
| case SkBlendMode::kSrcOut: return blend_src_out(src, dst); |
| case SkBlendMode::kDstOut: return blend_dst_out(src, dst); |
| case SkBlendMode::kSrcATop: return blend_src_atop(src, dst); |
| case SkBlendMode::kDstATop: return blend_dst_atop(src, dst); |
| case SkBlendMode::kXor: return blend_xor(src, dst); |
| case SkBlendMode::kPlus: return blend_plus(src, dst); |
| case SkBlendMode::kModulate: return blend_modulate(src, dst); |
| case SkBlendMode::kScreen: return blend_screen(src, dst); |
| case SkBlendMode::kOverlay: return blend_overlay(src, dst); |
| case SkBlendMode::kDarken: return blend_darken(src, dst); |
| case SkBlendMode::kLighten: return blend_lighten(src, dst); |
| case SkBlendMode::kColorDodge: return blend_color_dodge(src, dst); |
| case SkBlendMode::kColorBurn: return blend_color_burn(src, dst); |
| case SkBlendMode::kHardLight: return blend_hard_light(src, dst); |
| case SkBlendMode::kSoftLight: return blend_soft_light(src, dst); |
| case SkBlendMode::kDifference: return blend_difference(src, dst); |
| case SkBlendMode::kExclusion: return blend_exclusion(src, dst); |
| case SkBlendMode::kMultiply: return blend_multiply(src, dst); |
| case SkBlendMode::kHue: return blend_hue(src, dst); |
| case SkBlendMode::kSaturation: return blend_saturation(src, dst); |
| case SkBlendMode::kColor: return blend_color(src, dst); |
| case SkBlendMode::kLuminosity: return blend_luminosity(src, dst); |
| } |
| return half4(0); // Avoids "'blend' can exit without returning a value." |
| } |
| |
| // The max() guards against division by zero when the incoming color is transparent black |
| half4 unpremul(half4 color) { return half4(color.rgb / max(color.a, 0.0001), color.a); } |
| float4 unpremul_float(float4 color) { return float4(color.rgb / max(color.a, 0.0001), color.a); } |
| |
| float2 proj(float3 p) { return p.xy / p.z; } |