blob: 46ecb3a2ca98a5494d78b20922a307c18ef2f252 [file] [log] [blame]
// Reduced set of intrinsics that are available to public SkSL (RuntimeEffect and Interpreter)
// See "The OpenGL ES Shading Language, Version 1.00, Section 8"
// For all of the TODO comments, refer to skbug.com/10913
// 8.1 : Angle and Trigonometry Functions
float radians(float deg) { return deg * 0.0174532925; }
float2 radians(float2 deg) { return deg * 0.0174532925; }
float3 radians(float3 deg) { return deg * 0.0174532925; }
float4 radians(float4 deg) { return deg * 0.0174532925; }
float degrees(float rad) { return rad * 57.2957795; }
float2 degrees(float2 rad) { return rad * 57.2957795; }
float3 degrees(float3 rad) { return rad * 57.2957795; }
float4 degrees(float4 rad) { return rad * 57.2957795; }
$genType sin($genType angle);
$genHType sin($genHType angle);
$genType cos($genType angle);
$genHType cos($genHType angle);
$genType tan($genType angle);
$genHType tan($genHType angle);
$genType asin($genType x);
$genHType asin($genHType x);
$genType acos($genType x);
$genHType acos($genHType x);
$genType atan($genType y, $genType x);
$genHType atan($genHType y, $genHType x);
$genType atan($genType y_over_x);
$genHType atan($genHType y_over_x);
// 8.2 : Exponential Functions
$genType pow($genType x, $genType y);
$genHType pow($genHType x, $genHType y);
$genType exp($genType x);
$genHType exp($genHType x);
$genType log($genType x);
$genHType log($genHType x);
$genType exp2($genType x);
$genHType exp2($genHType x);
$genType log2($genType x);
$genHType log2($genHType x);
$genType sqrt($genType x);
$genHType sqrt($genHType x);
$genType inversesqrt($genType x);
$genHType inversesqrt($genHType x);
// 8.3 : Common Functions
$genType abs($genType x);
$genHType abs($genHType x);
$genType sign($genType x);
$genHType sign($genHType x);
$genType floor($genType x);
$genHType floor($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);
$genType min($genType x, $genType y);
$genType min($genType x, float y);
$genHType min($genHType x, $genHType y);
$genHType min($genHType x, half 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);
$genType clamp($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);
$genType saturate($genType x); // SkSL extension
$genHType saturate($genHType x); // SkSL extension
$genType mix($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);
$genType step($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, $genHType x);
// 8.4 : Geometric Functions
float length($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);
inline float3 cross(float3 a, float3 b) {
return float3(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
}
$genType normalize($genType x);
$genHType normalize($genHType x);
inline float faceforward(float N, float I, float Nref) { return dot(Nref, I) < 0 ? N : -N; }
inline float2 faceforward(float2 N, float2 I, float2 Nref) { return dot(Nref, I) < 0 ? N : -N; }
inline float3 faceforward(float3 N, float3 I, float3 Nref) { return dot(Nref, I) < 0 ? N : -N; }
inline float4 faceforward(float4 N, float4 I, float4 Nref) { return dot(Nref, I) < 0 ? N : -N; }
inline float reflect(float I, float N) { return I - 2 * dot(N, I) * N; }
inline float2 reflect(float2 I, float2 N) { return I - 2 * dot(N, I) * N; }
inline float3 reflect(float3 I, float3 N) { return I - 2 * dot(N, I) * N; }
inline float4 reflect(float4 I, float4 N) { return I - 2 * dot(N, I) * N; }
inline float refract(float I, float N, float eta) {
float k = 1 - eta * eta * (1 - dot(N, I) * dot(N, I));
return k < 0 ? float(0)
: eta * I - (eta * dot(N, I) + sqrt(k)) * N;
}
inline float2 refract(float2 I, float2 N, float eta) {
float k = 1 - eta * eta * (1 - dot(N, I) * dot(N, I));
return k < 0 ? float2(0)
: eta * I - (eta * dot(N, I) + sqrt(k)) * N;
}
inline float3 refract(float3 I, float3 N, float eta) {
float k = 1 - eta * eta * (1 - dot(N, I) * dot(N, I));
return k < 0 ? float3(0)
: eta * I - (eta * dot(N, I) + sqrt(k)) * N;
}
inline float4 refract(float4 I, float4 N, float eta) {
float k = 1 - eta * eta * (1 - dot(N, I) * dot(N, I));
return k < 0 ? float4(0)
: eta * I - (eta * dot(N, I) + sqrt(k)) * N;
}
// 8.5 : Matrix Functions
// TODO: matrixCompMult(x, y)
// Not supported until GLSL 1.40. Poly-filled by SkSL:
float2x2 inverse(float2x2 m);
float3x3 inverse(float3x3 m);
float4x4 inverse(float4x4 m);
half2x2 inverse(half2x2 m);
half3x3 inverse(half3x3 m);
half4x4 inverse(half4x4 m);
// 8.6 : Vector Relational Functions
$bvec lessThan($vec x, $vec y);
$bvec lessThan($hvec x, $hvec y);
$bvec lessThanEqual($vec x, $vec y);
$bvec lessThanEqual($hvec x, $hvec y);
$bvec greaterThan($vec x, $vec y);
$bvec greaterThan($hvec x, $hvec y);
$bvec greaterThanEqual($vec x, $vec y);
$bvec greaterThanEqual($hvec x, $hvec y);
$bvec equal($vec x, $vec y);
$bvec equal($hvec x, $hvec y);
$bvec equal($bvec x, $bvec y);
$bvec notEqual($vec x, $vec y);
$bvec notEqual($hvec x, $hvec y);
$bvec notEqual($bvec x, $bvec y);
bool any($bvec x);
bool all($bvec x);
$bvec not($bvec x);
// Miscellaneous SkSL intrinsics that are not part of GLSL:
// 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); }