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