#include #include using namespace metal; struct Uniforms { float4 src; float4 dst; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float3 _blend_set_color_saturation_helper(float3 minMidMax, float sat) { if (minMidMax.x < minMidMax.z) { float _7_n = sat * (minMidMax.y - minMidMax.x); float _8_d = minMidMax.z - minMidMax.x; return float3(0.0, _7_n / _8_d, sat); } else { return float3(0.0); } } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float _0_alpha = _uniforms.dst.w * _uniforms.src.w; float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w; float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w; float3 _3_blend_set_color_saturation; float _4_sat = max(max(_1_sda.x, _1_sda.y), _1_sda.z) - min(min(_1_sda.x, _1_sda.y), _1_sda.z); if (_2_dsa.x <= _2_dsa.y) { if (_2_dsa.y <= _2_dsa.z) { _3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa, _4_sat); } else if (_2_dsa.x <= _2_dsa.z) { _3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.xzy, _4_sat).xzy; } else { _3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.zxy, _4_sat).yzx; } } else if (_2_dsa.x <= _2_dsa.z) { _3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.yxz, _4_sat).yxz; } else if (_2_dsa.y <= _2_dsa.z) { _3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.yzx, _4_sat).zxy; } else { _3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.zyx, _4_sat).zyx; } float3 _5_blend_set_color_luminance; float _6_lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _2_dsa); float3 _7_result = (_6_lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_blend_set_color_saturation)) + _3_blend_set_color_saturation; float _8_minComp = min(min(_7_result.x, _7_result.y), _7_result.z); float _9_maxComp = max(max(_7_result.x, _7_result.y), _7_result.z); if (_8_minComp < 0.0 && _6_lum != _8_minComp) { float _10_d = _6_lum - _8_minComp; _7_result = _6_lum + (_7_result - _6_lum) * (_6_lum / _10_d); } if (_9_maxComp > _0_alpha && _9_maxComp != _6_lum) { float3 _11_n = (_7_result - _6_lum) * (_0_alpha - _6_lum); float _12_d = _9_maxComp - _6_lum; _5_blend_set_color_luminance = _6_lum + _11_n / _12_d; } else { _5_blend_set_color_luminance = _7_result; } _out.sk_FragColor = float4((((_5_blend_set_color_luminance + _uniforms.dst.xyz) - _2_dsa) + _uniforms.src.xyz) - _1_sda, (_uniforms.src.w + _uniforms.dst.w) - _0_alpha); return _out; }