diff options
Diffstat (limited to 'gfx/layers/d3d11/BlendingHelpers.hlslh')
-rw-r--r-- | gfx/layers/d3d11/BlendingHelpers.hlslh | 184 |
1 files changed, 184 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/BlendingHelpers.hlslh b/gfx/layers/d3d11/BlendingHelpers.hlslh new file mode 100644 index 000000000..57d27b23b --- /dev/null +++ b/gfx/layers/d3d11/BlendingHelpers.hlslh @@ -0,0 +1,184 @@ +/* -*- 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)); +} |