// Automatically generated from files in pathfinder/shaders/. Do not edit! #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct spvDescriptorSetBuffer0 { texture2d uStencilTexture [[id(0)]]; sampler uStencilTextureSmplr [[id(1)]]; texture2d uPaintTexture [[id(2)]]; sampler uPaintTextureSmplr [[id(3)]]; constant float2* uFramebufferSize [[id(4)]]; texture2d uDest [[id(5)]]; sampler uDestSmplr [[id(6)]]; constant int3* uBlendHSL [[id(7)]]; }; struct main0_out { float4 oFragColor [[color(0)]]; }; struct main0_in { float2 vColorTexCoord [[user(locn0)]]; float2 vMaskTexCoord [[user(locn1)]]; }; // Implementation of the GLSL mod() function, which is slightly different than Metal fmod() template Tx mod(Tx x, Ty y) { return x - y * floor(x / y); } float3 convertRGBToHSL(thread const float3& rgb) { float v = fast::max(rgb.y, rgb.z); float c = v - fast::min(rgb.y, rgb.z); float l = v - (0.5 * c); float3 tmp = float3(0.0); bool3 is_v = rgb == float3(v); if (is_v.x) { tmp = float3(0.0, rgb.yz); } else { if (is_v.y) { tmp = float3(2.0, rgb.zx); } else { if (is_v.z) { tmp = float3(4.0, rgb.xy); } } } float h = 1.0471975803375244140625 * (tmp.x + ((tmp.y - tmp.z) / c)); float s = 0.0; if ((l > 0.0) && (l < 1.0)) { s = (v - l) / fast::min(l, 1.0 - l); } return float3(h, s, l); } float3 convertHSLToRGB(thread const float3& hsl) { float a = hsl.y * fast::min(hsl.z, 1.0 - hsl.z); float3 ks = mod(float3(0.0, 8.0, 4.0) + float3(hsl.x * 1.90985929965972900390625), float3(12.0)); return hsl.zzz - (fast::clamp(fast::min(ks - float3(3.0), float3(9.0) - ks), float3(-1.0), float3(1.0)) * a); } fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], float4 gl_FragCoord [[position]]) { main0_out out = {}; float coverage = spvDescriptorSet0.uStencilTexture.sample(spvDescriptorSet0.uStencilTextureSmplr, in.vMaskTexCoord).x; float4 srcRGBA = spvDescriptorSet0.uPaintTexture.sample(spvDescriptorSet0.uPaintTextureSmplr, in.vColorTexCoord); srcRGBA.w *= coverage; float2 destTexCoord = gl_FragCoord.xy / (*spvDescriptorSet0.uFramebufferSize); float4 destRGBA = spvDescriptorSet0.uDest.sample(spvDescriptorSet0.uDestSmplr, destTexCoord); float3 param = destRGBA.xyz; float3 destHSL = convertRGBToHSL(param); float3 param_1 = srcRGBA.xyz; float3 srcHSL = convertRGBToHSL(param_1); bool3 blendDest = (*spvDescriptorSet0.uBlendHSL) == int3(0); float _225; if (blendDest.x) { _225 = destHSL.x; } else { _225 = srcHSL.x; } float _236; if (blendDest.y) { _236 = destHSL.y; } else { _236 = srcHSL.y; } float _247; if (blendDest.z) { _247 = destHSL.z; } else { _247 = srcHSL.z; } float3 blendedHSL = float3(_225, _236, _247); float3 param_2 = blendedHSL; float3 blendedRGB = convertHSLToRGB(param_2); float4 color = float4(((srcRGBA.xyz * (srcRGBA.w * (1.0 - destRGBA.w))) + (blendedRGB * (srcRGBA.w * destRGBA.w))) + (destRGBA.xyz * ((1.0 - srcRGBA.w) * destRGBA.w)), 1.0); out.oFragColor = color; return out; }