skia2/tests/sksl/blend/golden/BlendLuminosityStandaloneSettings.glsl

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out vec4 sk_FragColor;
in vec4 src, dst;
void main() {
vec4 _0_blend_luminosity;
{
float _1_alpha = dst.w * src.w;
vec3 _2_sda = src.xyz * dst.w;
vec3 _3_dsa = dst.xyz * src.w;
vec3 _6_blend_set_color_luminance;
{
float _11_blend_color_luminance;
{
_11_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _2_sda);
}
float _7_lum = _11_blend_color_luminance;
float _12_blend_color_luminance;
{
_12_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_dsa);
}
vec3 _8_result = (_7_lum - _12_blend_color_luminance) + _3_dsa;
float _9_minComp = min(min(_8_result.x, _8_result.y), _8_result.z);
float _10_maxComp = max(max(_8_result.x, _8_result.y), _8_result.z);
if (_9_minComp < 0.0 && _7_lum != _9_minComp) {
_8_result = _7_lum + ((_8_result - _7_lum) * _7_lum) / (_7_lum - _9_minComp);
}
_6_blend_set_color_luminance = _10_maxComp > _1_alpha && _10_maxComp != _7_lum ? _7_lum + ((_8_result - _7_lum) * (_1_alpha - _7_lum)) / (_10_maxComp - _7_lum) : _8_result;
}
_0_blend_luminosity = vec4((((_6_blend_set_color_luminance + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha);
}
sk_FragColor = _0_blend_luminosity;
}