#include #include using namespace metal; struct Uniforms { half4 src; half4 dst; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; half blend_color_saturation_Qhh3(half3 color) { return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); } half4 blend_hslc_h4h4h4h2(half4 src, half4 dst, half2 flipSat) { half alpha = dst.w * src.w; half3 sda = src.xyz * dst.w; half3 dsa = dst.xyz * src.w; half3 l = bool(flipSat.x) ? dsa : sda; half3 r = bool(flipSat.x) ? sda : dsa; if (bool(flipSat.y)) { half _2_mn = min(min(l.x, l.y), l.z); half _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) : half3(0.0h); r = dsa; } half _4_lum = dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), r); half3 _5_result = (_4_lum - dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), l)) + l; half _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z); half _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z); if (_6_minComp < 0.0h && _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 half4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; _out.sk_FragColor = blend_hslc_h4h4h4h2(_uniforms.src, _uniforms.dst, half2(0.0h, 1.0h)); return _out; }