pathfinder/resources/shaders/metal/tile_alpha_softlight.fs.metal

106 lines
3.4 KiB
Metal

// Automatically generated from files in pathfinder/shaders/. Do not edit!
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct spvDescriptorSetBuffer0
{
texture2d<float> uStencilTexture [[id(0)]];
sampler uStencilTextureSmplr [[id(1)]];
texture2d<float> uPaintTexture [[id(2)]];
sampler uPaintTextureSmplr [[id(3)]];
constant float2* uFramebufferSize [[id(4)]];
texture2d<float> uDest [[id(5)]];
sampler uDestSmplr [[id(6)]];
};
struct main0_out
{
float4 oFragColor [[color(0)]];
};
struct main0_in
{
float2 vColorTexCoord [[user(locn0)]];
float2 vMaskTexCoord [[user(locn1)]];
};
float4 sampleSrcColor(thread texture2d<float> uStencilTexture, thread const sampler uStencilTextureSmplr, thread float2& vMaskTexCoord, thread texture2d<float> uPaintTexture, thread const sampler uPaintTextureSmplr, thread float2& vColorTexCoord)
{
float coverage = uStencilTexture.sample(uStencilTextureSmplr, vMaskTexCoord).x;
float4 srcRGBA = uPaintTexture.sample(uPaintTextureSmplr, vColorTexCoord);
return float4(srcRGBA.xyz, srcRGBA.w * coverage);
}
float4 sampleDestColor(thread float4& gl_FragCoord, thread float2 uFramebufferSize, thread texture2d<float> uDest, thread const sampler uDestSmplr)
{
float2 destTexCoord = gl_FragCoord.xy / uFramebufferSize;
return uDest.sample(uDestSmplr, destTexCoord);
}
float3 select3(thread const bool3& cond, thread const float3& a, thread const float3& b)
{
float _118;
if (cond.x)
{
_118 = a.x;
}
else
{
_118 = b.x;
}
float _130;
if (cond.y)
{
_130 = a.y;
}
else
{
_130 = b.y;
}
float _142;
if (cond.z)
{
_142 = a.z;
}
else
{
_142 = b.z;
}
return float3(_118, _130, _142);
}
float4 blendColors(thread const float4& destRGBA, thread const float4& srcRGBA, thread const float3& blendedRGB)
{
return float4(((srcRGBA.xyz * (srcRGBA.w * (1.0 - destRGBA.w))) + (blendedRGB * (srcRGBA.w * destRGBA.w))) + (destRGBA.xyz * ((1.0 - srcRGBA.w) * destRGBA.w)), 1.0);
}
fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
float4 srcRGBA = sampleSrcColor(spvDescriptorSet0.uStencilTexture, spvDescriptorSet0.uStencilTextureSmplr, in.vMaskTexCoord, spvDescriptorSet0.uPaintTexture, spvDescriptorSet0.uPaintTextureSmplr, in.vColorTexCoord);
float4 destRGBA = sampleDestColor(gl_FragCoord, (*spvDescriptorSet0.uFramebufferSize), spvDescriptorSet0.uDest, spvDescriptorSet0.uDestSmplr);
float3 dest = destRGBA.xyz;
float3 src = srcRGBA.xyz;
bool3 destDark = dest <= float3(0.25);
bool3 srcDark = src <= float3(0.5);
bool3 param = destDark;
float3 param_1 = (((dest * 16.0) - float3(12.0)) * dest) + float3(4.0);
float3 param_2 = rsqrt(dest);
float3 d = select3(param, param_1, param_2);
bool3 param_3 = srcDark;
float3 param_4 = float3(1.0) - dest;
float3 param_5 = d - float3(1.0);
float3 x = select3(param_3, param_4, param_5);
float3 blended = dest * ((((src * 2.0) - float3(1.0)) * x) + float3(1.0));
float4 param_6 = destRGBA;
float4 param_7 = srcRGBA;
float3 param_8 = blended;
out.oFragColor = blendColors(param_6, param_7, param_8);
return out;
}