#version 400 out vec4 sk_FragColor; uniform vec4 src; uniform vec4 dst; vec3 blend_set_color_saturation_helper_Qh3h3h(vec3 minMidMax, float sat) { vec2 delta = minMidMax.yz - minMidMax.xx; return delta.y >= 9.9999997473787516e-06 ? vec3(0.0, (delta.x / delta.y) * sat, sat) : vec3(0.0); } vec4 blend_hslc_h4h4h4hb(vec4 src, vec4 dst, float flip, bool saturate) { float alpha = dst.w * src.w; vec3 sda = src.xyz * dst.w; vec3 dsa = dst.xyz * src.w; vec3 l = mix(sda, dsa, flip); vec3 r = mix(dsa, sda, flip); if (saturate) { vec3 _1_blend_set_color_saturation; float _2_sat = max(max(r.x, r.y), r.z) - min(min(r.x, r.y), r.z); if (l.x <= l.y) { if (l.y <= l.z) { _1_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l, _2_sat); } else if (l.x <= l.z) { _1_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.xzy, _2_sat).xzy; } else { _1_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.zxy, _2_sat).yzx; } } else if (l.x <= l.z) { _1_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.yxz, _2_sat).yxz; } else if (l.y <= l.z) { _1_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.yzx, _2_sat).zxy; } else { _1_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.zyx, _2_sat).zyx; } l = _1_blend_set_color_saturation; r = dsa; } vec3 _3_blend_set_color_luminance; 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) { _3_blend_set_color_luminance = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (_7_maxComp - _4_lum); } else { _3_blend_set_color_luminance = _5_result; } return vec4((((_3_blend_set_color_luminance + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } void main() { sk_FragColor = blend_hslc_h4h4h4hb(src, dst, 0.0, true); }