2020-09-21 21:01:22 +00:00
|
|
|
|
2020-09-25 17:35:58 +00:00
|
|
|
out vec4 sk_FragColor;
|
2021-03-15 18:58:57 +00:00
|
|
|
uniform vec4 src;
|
|
|
|
uniform vec4 dst;
|
2021-03-19 13:46:00 +00:00
|
|
|
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
|
|
|
|
float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
|
|
|
|
vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor;
|
|
|
|
float minComp = min(min(result.x, result.y), result.z);
|
|
|
|
float maxComp = max(max(result.x, result.y), result.z);
|
|
|
|
if (minComp < 0.0 && lum != minComp) {
|
|
|
|
result = lum + (result - lum) * (lum / (lum - minComp));
|
|
|
|
}
|
|
|
|
if (maxComp > alpha && maxComp != lum) {
|
|
|
|
return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
|
|
|
|
} else {
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
}
|
2021-03-15 22:08:38 +00:00
|
|
|
void main() {
|
|
|
|
float _0_alpha = dst.w * src.w;
|
|
|
|
vec3 _1_sda = src.xyz * dst.w;
|
|
|
|
vec3 _2_dsa = dst.xyz * src.w;
|
2021-03-19 13:46:00 +00:00
|
|
|
sk_FragColor = vec4((((_blend_set_color_luminance(_2_dsa, _0_alpha, _1_sda) + dst.xyz) - _2_dsa) + src.xyz) - _1_sda, (src.w + dst.w) - _0_alpha);
|
2020-09-21 21:01:22 +00:00
|
|
|
}
|