out vec4 sk_FragColor; uniform vec4 color; float blend_color_saturation_Qhh3(vec3 color) { return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); } vec4 blend_hslc_h4h4h4h2(vec4 src, vec4 dst, vec2 flipSat) { float alpha = dst.w * src.w; vec3 sda = src.xyz * dst.w; vec3 dsa = dst.xyz * src.w; vec3 l = bool(flipSat.x) ? dsa : sda; vec3 r = bool(flipSat.x) ? sda : dsa; if (bool(flipSat.y)) { float _2_mn = min(min(l.x, l.y), l.z); float _3_mx = max(max(l.x, l.y), l.z); l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0); r = dsa; } float _4_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), r); vec3 _5_result = (_4_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), l)) + l; float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z); float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z); if (_6_minComp < 0.0 && _4_lum != _6_minComp) { _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (_4_lum - _6_minComp)); } if (_7_maxComp > alpha && _7_maxComp != _4_lum) { _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (_7_maxComp - _4_lum); } return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } void main() { float _1_c = color.x * color.y + color.z; sk_FragColor = vec4(_1_c); sk_FragColor *= 1.25; sk_FragColor *= color.xxyy * color.w; sk_FragColor *= color.zzww * color.y; sk_FragColor *= blend_hslc_h4h4h4h2(color, color.wwww, vec2(0.0, 1.0)); sk_FragColor *= blend_hslc_h4h4h4h2(color, color.wzyx, vec2(0.0, 1.0)); }