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// Intrinsics that are available to public SkSL (SkRuntimeEffect)
// See "The OpenGL ES Shading Language, Section 8"
// 8.1 : Angle and Trigonometry Functions
$genType radians($genType degrees);
$genHType radians($genHType degrees);
$genType degrees($genType radians);
$genHType degrees($genHType radians);
$genType sin($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);
// 8.1 : Angle and Trigonometry Functions (GLSL ES 3.0)
$es3 $genType sinh($genType x);
$es3 $genHType sinh($genHType x);
$es3 $genType cosh($genType x);
$es3 $genHType cosh($genHType x);
$es3 $genType tanh($genType x);
$es3 $genHType tanh($genHType x);
$es3 $genType asinh($genType x);
$es3 $genHType asinh($genHType x);
$es3 $genType acosh($genType x);
$es3 $genHType acosh($genHType x);
$es3 $genType atanh($genType x);
$es3 $genHType atanh($genHType 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);
// 8.3 : Common Functions (GLSL ES 3.0)
$es3 $genIType abs($genIType x);
$es3 $genIType sign($genIType x);
$es3 $genIType floatBitsToInt ($genType value);
$es3 $genUType floatBitsToUint($genType value);
$es3 $genType intBitsToFloat ($genIType value);
$es3 $genType uintBitsToFloat($genUType value);
$es3 $genType trunc($genType x);
$es3 $genHType trunc($genHType x);
$es3 $genType round($genType x);
$es3 $genHType round($genHType x);
$es3 $genType roundEven($genType x);
$es3 $genHType roundEven($genHType x);
$es3 $genIType min($genIType x, $genIType y);
$es3 $genIType min($genIType x, int y);
$es3 $genIType max($genIType x, $genIType y);
$es3 $genIType max($genIType x, int y);
$es3 $genIType clamp($genIType x, $genIType minVal, $genIType maxVal);
$es3 $genIType clamp($genIType x, int minVal, int maxVal);
$es3 $genUType clamp($genUType x, $genUType minVal, $genUType maxVal);
$es3 $genUType clamp($genUType x, uint minVal, uint maxVal);
$es3 $genType mix($genType x, $genType y, $genBType a);
$es3 $genHType mix($genHType x, $genHType y, $genBType a);
// 8.3 : Common Functions (GLSL ES 3.0) -- cannot be used in constant-expressions
$es3 $genBType isnan($genType x);
$es3 $genBType isnan($genHType x);
$es3 $genBType isinf($genType x);
$es3 $genBType isinf($genHType x);
$es3 $genType modf($genType x, out $genType i);
$es3 $genHType modf($genHType x, out $genHType i);
// 8.4 : Floating-Point Pack and Unpack Functions (GLSL ES 3.0)
$es3 uint packUnorm2x16(float2 v);
$es3 float2 unpackUnorm2x16(uint p);
// 8.5 : Geometric Functions
float length($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);
float3 cross(float3 x, float3 y);
half3 cross(half3 x, half3 y);
$genType normalize($genType x);
$genHType normalize($genHType x);
$genType faceforward($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, half eta);
// 8.6 : Matrix Functions
$squareMat matrixCompMult($squareMat x, $squareMat y);
$squareHMat matrixCompMult($squareHMat x, $squareHMat y);
$es3 $mat matrixCompMult($mat x, $mat y);
$es3 $hmat matrixCompMult($hmat x, $hmat y);
// 8.6 : Matrix Functions (GLSL 1.4, poly-filled by SkSL as needed)
$squareMat inverse($squareMat m);
$squareHMat inverse($squareHMat m);
// 8.6 : Matrix Functions (GLSL ES 3.0)
$es3 float determinant($squareMat m);
$es3 half determinant($squareHMat m);
$es3 $squareMat transpose($squareMat m);
$es3 $squareHMat transpose($squareHMat m);
$es3 float2x3 transpose(float3x2 m);
$es3 half2x3 transpose(half3x2 m);
$es3 float2x4 transpose(float4x2 m);
$es3 half2x4 transpose(half4x2 m);
$es3 float3x2 transpose(float2x3 m);
$es3 half3x2 transpose(half2x3 m);
$es3 float3x4 transpose(float4x3 m);
$es3 half3x4 transpose(half4x3 m);
$es3 float4x2 transpose(float2x4 m);
$es3 half4x2 transpose(half2x4 m);
$es3 float4x3 transpose(float3x4 m);
$es3 half4x3 transpose(half3x4 m);
$es3 $squareMat outerProduct($vec c, $vec r);
$es3 $squareHMat outerProduct($hvec c, $hvec r);
$es3 float2x3 outerProduct(float3 c, float2 r);
$es3 half2x3 outerProduct(half3 c, half2 r);
$es3 float3x2 outerProduct(float2 c, float3 r);
$es3 half3x2 outerProduct(half2 c, half3 r);
$es3 float2x4 outerProduct(float4 c, float2 r);
$es3 half2x4 outerProduct(half4 c, half2 r);
$es3 float4x2 outerProduct(float2 c, float4 r);
$es3 half4x2 outerProduct(half2 c, half4 r);
$es3 float3x4 outerProduct(float4 c, float3 r);
$es3 half3x4 outerProduct(half4 c, half3 r);
$es3 float4x3 outerProduct(float3 c, float4 r);
$es3 half4x3 outerProduct(half3 c, half4 r);
// 8.7 : Vector Relational Functions
$bvec lessThan($vec x, $vec y);
$bvec lessThan($hvec x, $hvec y);
$bvec lessThan($ivec x, $ivec y);
$bvec lessThanEqual($vec x, $vec y);
$bvec lessThanEqual($hvec x, $hvec y);
$bvec lessThanEqual($ivec x, $ivec y);
$bvec greaterThan($vec x, $vec y);
$bvec greaterThan($hvec x, $hvec y);
$bvec greaterThan($ivec x, $ivec y);
$bvec greaterThanEqual($vec x, $vec y);
$bvec greaterThanEqual($hvec x, $hvec y);
$bvec greaterThanEqual($ivec x, $ivec y);
$bvec equal($vec x, $vec y);
$bvec equal($hvec x, $hvec y);
$bvec equal($ivec x, $ivec 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);
$bvec notEqual($bvec x, $bvec y);
bool any($bvec x);
bool all($bvec x);
$bvec not($bvec x);
// 8.9 : Fragment Processing Functions (GLSL ES 3.0)
$es3 $genType dFdx($genType p);
$es3 $genType dFdy($genType p);
$es3 $genHType dFdx($genHType p);
$es3 $genHType dFdy($genHType p);
$es3 $genType fwidth($genType p);
$es3 $genHType fwidth($genHType p);
// SkSL utility functions
// 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(float4 color) { return float4(color.rgb / max(color.a, 0.0001), color.a); }
// Convert RGBA -> HSLA (including unpremul).
//
// Based on work by Sam Hocevar, Emil Persson, and Ian Taylor [1][2][3]. High-level ideas:
//
// - minimize the number of branches by sorting and computing the hue phase in parallel (vec4s)
//
// - trade the third sorting branch for a potentially faster std::min and leaving 2nd/3rd
// channels unsorted (based on the observation that swapping both the channels and the bias sign
// has no effect under abs)
//
// - use epsilon offsets for denominators, to avoid explicit zero-checks
//
// An additional trick we employ is deferring premul->unpremul conversion until the very end: the
// alpha factor gets naturally simplified for H and S, and only L requires a dedicated unpremul
// division (so we trade three divs for one).
//
// [1] http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
// [2] http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
// [3] http://www.chilliant.com/rgb2hsv.html
half4 $rgb_to_hsl(half3 c, half a) {
half4 p = (c.g < c.b) ? half4(c.bg, -1, 2/3.0)
: half4(c.gb, 0, -1/3.0);
half4 q = (c.r < p.x) ? half4(p.x, c.r, p.yw)
: half4(c.r, p.x, p.yz);
// q.x -> max channel value
// q.yz -> 2nd/3rd channel values (unsorted)
// q.w -> bias value dependent on max channel selection
const half kEps = 0.0001;
half pmV = q.x;
half pmC = pmV - min(q.y, q.z);
half pmL = pmV - pmC * 0.5;
half H = abs(q.w + (q.y - q.z) / (pmC * 6 + kEps));
half S = pmC / (a + kEps - abs(pmL * 2 - a));
half L = pmL / (a + kEps);
return half4(H, S, L, a);
}
// Convert HSLA -> RGBA (including clamp and premul).
//
// Based on work by Sam Hocevar, Emil Persson, and Ian Taylor [1][2][3].
//
// [1] http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
// [2] http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
// [3] http://www.chilliant.com/rgb2hsv.html
half3 $hsl_to_rgb(half3 hsl) {
half C = (1 - abs(2 * hsl.z - 1)) * hsl.y;
half3 p = hsl.xxx + half3(0, 2/3.0, 1/3.0);
half3 q = saturate(abs(fract(p) * 6 - 3) - 1);
return (q - 0.5) * C + hsl.z;
}
half4 $hsl_to_rgb(half3 hsl, half a) {
return saturate(half4($hsl_to_rgb(hsl) * a, a));
}