2020-09-25 17:35:58 +00:00
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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float4 src;
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float4 dst;
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2020-09-25 17:35:58 +00:00
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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2020-10-06 18:43:32 +00:00
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float _blend_color_luminance(float3 color) {
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return dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
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}
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float3 _blend_set_color_luminance(float3 hueSatColor, float alpha, float3 lumColor) {
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float _4_blend_color_luminance;
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{
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_4_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
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}
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float lum = _4_blend_color_luminance;
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float _5_blend_color_luminance;
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{
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_5_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
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}
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float3 result = (lum - _5_blend_color_luminance) + hueSatColor;
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float minComp = min(min(result.x, result.y), result.z);
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float maxComp = max(max(result.x, result.y), result.z);
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if (minComp < 0.0 && lum != minComp) {
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result = lum + ((result - lum) * lum) / (lum - minComp);
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}
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return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
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}
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float _blend_color_saturation(float3 color) {
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return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
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}
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float3 _blend_set_color_saturation_helper(float3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : float3(0.0);
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}
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float3 _blend_set_color_saturation(float3 hueLumColor, float3 satColor) {
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float _6_blend_color_saturation;
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{
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_6_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
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}
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float sat = _6_blend_color_saturation;
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if (hueLumColor.x <= hueLumColor.y) {
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if (hueLumColor.y <= hueLumColor.z) {
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float3 _7_blend_set_color_saturation_helper;
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{
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_7_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? float3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : float3(0.0);
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}
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hueLumColor.xyz = _7_blend_set_color_saturation_helper;
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} else if (hueLumColor.x <= hueLumColor.z) {
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float3 _8_blend_set_color_saturation_helper;
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{
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_8_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.y ? float3(0.0, (sat * (hueLumColor.z - hueLumColor.x)) / (hueLumColor.y - hueLumColor.x), sat) : float3(0.0);
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}
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hueLumColor.xzy = _8_blend_set_color_saturation_helper;
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} else {
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float3 _9_blend_set_color_saturation_helper;
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{
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_9_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.y ? float3(0.0, (sat * (hueLumColor.x - hueLumColor.z)) / (hueLumColor.y - hueLumColor.z), sat) : float3(0.0);
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}
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hueLumColor.zxy = _9_blend_set_color_saturation_helper;
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}
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} else if (hueLumColor.x <= hueLumColor.z) {
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float3 _10_blend_set_color_saturation_helper;
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{
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_10_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.z ? float3(0.0, (sat * (hueLumColor.x - hueLumColor.y)) / (hueLumColor.z - hueLumColor.y), sat) : float3(0.0);
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}
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hueLumColor.yxz = _10_blend_set_color_saturation_helper;
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} else if (hueLumColor.y <= hueLumColor.z) {
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float3 _11_blend_set_color_saturation_helper;
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{
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_11_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.x ? float3(0.0, (sat * (hueLumColor.z - hueLumColor.y)) / (hueLumColor.x - hueLumColor.y), sat) : float3(0.0);
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}
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hueLumColor.yzx = _11_blend_set_color_saturation_helper;
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} else {
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float3 _12_blend_set_color_saturation_helper;
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{
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_12_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.x ? float3(0.0, (sat * (hueLumColor.y - hueLumColor.z)) / (hueLumColor.x - hueLumColor.z), sat) : float3(0.0);
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}
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hueLumColor.zyx = _12_blend_set_color_saturation_helper;
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}
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return hueLumColor;
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}
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float4 blend_saturation(float4 src, float4 dst) {
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float alpha = dst.w * src.w;
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float3 sda = src.xyz * dst.w;
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float3 dsa = dst.xyz * src.w;
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return float4((((_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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float4 _0_blend_saturation;
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{
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float _1_alpha = _in.dst.w * _in.src.w;
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float3 _2_sda = _in.src.xyz * _in.dst.w;
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float3 _3_dsa = _in.dst.xyz * _in.src.w;
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_0_blend_saturation = float4((((_blend_set_color_luminance(_blend_set_color_saturation(_3_dsa, _2_sda), _1_alpha, _3_dsa) + _in.dst.xyz) - _3_dsa) + _in.src.xyz) - _2_sda, (_in.src.w + _in.dst.w) - _1_alpha);
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}
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_out->sk_FragColor = _0_blend_saturation;
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return *_out;
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}
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