out vec4 sk_FragColor; 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); } return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result; } vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0); } vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z); if (hueLumColor.x <= hueLumColor.y) { if (hueLumColor.y <= hueLumColor.z) { return _blend_set_color_saturation_helper(hueLumColor, sat); } else if (hueLumColor.x <= hueLumColor.z) { return _blend_set_color_saturation_helper(hueLumColor.xzy, sat).xzy; } else { return _blend_set_color_saturation_helper(hueLumColor.zxy, sat).yzx; } } else if (hueLumColor.x <= hueLumColor.z) { return _blend_set_color_saturation_helper(hueLumColor.yxz, sat).yxz; } else if (hueLumColor.y <= hueLumColor.z) { return _blend_set_color_saturation_helper(hueLumColor.yzx, sat).zxy; } else { return _blend_set_color_saturation_helper(hueLumColor.zyx, sat).zyx; } } vec4 blend_hue(vec4 src, vec4 dst) { float alpha = dst.w * src.w; vec3 sda = src.xyz * dst.w; vec3 dsa = dst.xyz * src.w; return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } uniform vec4 color; void main() { float _7_a = color.x * color.y; float _8_c; _8_c = _7_a + color.z; sk_FragColor = vec4(_8_c); sk_FragColor *= 1.25; sk_FragColor *= color.xxyy * color.w; sk_FragColor *= color.zzww * color.y; sk_FragColor *= blend_hue(color, color.wwww); sk_FragColor *= blend_hue(color, color.wzyx); }