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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/layers/d3d11/BlendingHelpers.hlslh
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
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+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+// Helper functions.
+float hardlight(float dest, float src) {
+ if (src <= 0.5) {
+ return dest * (2.0 * src);
+ } else {
+ // Note: we substitute (2*src-1) into the screen formula below.
+ return 2.0 * dest + 2.0 * src - 1.0 - 2.0 * dest * src;
+ }
+}
+
+float dodge(float dest, float src) {
+ if (dest == 0.0) {
+ return 0.0;
+ } else if (src == 1.0) {
+ return 1.0;
+ } else {
+ return min(1.0, dest / (1.0 - src));
+ }
+}
+
+float burn(float dest, float src) {
+ if (dest == 1.0) {
+ return 1.0;
+ } else if (src == 0.0) {
+ return 0.0;
+ } else {
+ return 1.0 - min(1.0, (1.0 - dest) / src);
+ }
+}
+
+float darken(float dest) {
+ if (dest <= 0.25) {
+ return ((16.0 * dest - 12.0) * dest + 4.0) * dest;
+ } else {
+ return sqrt(dest);
+ }
+}
+
+float softlight(float dest, float src) {
+ if (src <= 0.5) {
+ return dest - (1.0 - 2.0 * src) * dest * (1.0 - dest);
+ } else {
+ return dest + (2.0 * src - 1.0) * (darken(dest) - dest);
+ }
+}
+
+float Lum(float3 c) {
+ return dot(float3(0.3, 0.59, 0.11), c);
+}
+
+float3 ClipColor(float3 c) {
+ float L = Lum(c);
+ float n = min(min(c.r, c.g), c.b);
+ float x = max(max(c.r, c.g), c.b);
+ if (n < 0.0) {
+ c = L + (((c - L) * L) / (L - n));
+ }
+ if (x > 1.0) {
+ c = L + (((c - L) * (1.0 - L)) / (x - L));
+ }
+ return c;
+}
+
+float3 SetLum(float3 c, float L) {
+ float d = L - Lum(c);
+ return ClipColor(float3(
+ c.r + d,
+ c.g + d,
+ c.b + d));
+}
+
+float Sat(float3 c) {
+ return max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);
+}
+
+// To use this helper, re-arrange rgb such that r=min, g=mid, and b=max.
+float3 SetSatInner(float3 c, float s) {
+ if (c.b > c.r) {
+ c.g = (((c.g - c.r) * s) / (c.b - c.r));
+ c.b = s;
+ } else {
+ c.gb = float2(0.0, 0.0);
+ }
+ return float3(0.0, c.g, c.b);
+}
+
+float3 SetSat(float3 c, float s) {
+ if (c.r <= c.g) {
+ if (c.g <= c.b) {
+ c.rgb = SetSatInner(c.rgb, s);
+ } else if (c.r <= c.b) {
+ c.rbg = SetSatInner(c.rbg, s);
+ } else {
+ c.brg = SetSatInner(c.brg, s);
+ }
+ } else if (c.r <= c.b) {
+ c.grb = SetSatInner(c.grb, s);
+ } else if (c.g <= c.b) {
+ c.gbr = SetSatInner(c.gbr, s);
+ } else {
+ c.bgr = SetSatInner(c.bgr, s);
+ }
+ return c;
+}
+
+float3 BlendMultiply(float3 dest, float3 src) {
+ return dest * src;
+}
+
+float3 BlendScreen(float3 dest, float3 src) {
+ return dest + src - (dest * src);
+}
+
+float3 BlendOverlay(float3 dest, float3 src) {
+ return float3(
+ hardlight(src.r, dest.r),
+ hardlight(src.g, dest.g),
+ hardlight(src.b, dest.b));
+}
+
+float3 BlendDarken(float3 dest, float3 src) {
+ return min(dest, src);
+}
+
+float3 BlendLighten(float3 dest, float3 src) {
+ return max(dest, src);
+}
+
+float3 BlendColorDodge(float3 dest, float3 src) {
+ return float3(
+ dodge(dest.r, src.r),
+ dodge(dest.g, src.g),
+ dodge(dest.b, src.b));
+}
+
+float3 BlendColorBurn(float3 dest, float3 src) {
+ return float3(
+ burn(dest.r, src.r),
+ burn(dest.g, src.g),
+ burn(dest.b, src.b));
+}
+
+float3 BlendHardLight(float3 dest, float3 src) {
+ return float3(
+ hardlight(dest.r, src.r),
+ hardlight(dest.g, src.g),
+ hardlight(dest.b, src.b));
+}
+
+float3 BlendSoftLight(float3 dest, float3 src) {
+ return float3(
+ softlight(dest.r, src.r),
+ softlight(dest.g, src.g),
+ softlight(dest.b, src.b));
+}
+
+float3 BlendDifference(float3 dest, float3 src) {
+ return abs(dest - src);
+}
+
+float3 BlendExclusion(float3 dest, float3 src) {
+ return dest + src - 2.0 * dest * src;
+}
+
+float3 BlendHue(float3 dest, float3 src) {
+ return SetLum(SetSat(src, Sat(dest)), Lum(dest));
+}
+
+float3 BlendSaturation(float3 dest, float3 src) {
+ return SetLum(SetSat(dest, Sat(src)), Lum(dest));
+}
+
+float3 BlendColor(float3 dest, float3 src) {
+ return SetLum(src, Lum(dest));
+}
+
+float3 BlendLuminosity(float3 dest, float3 src) {
+ return SetLum(dest, Lum(src));
+}