#include #include using namespace metal; struct Inputs { float4 src; float4 dst; }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float _blend_color_luminance(float3 color) { return dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); } float3 _blend_set_color_luminance(float3 hueSatColor, float alpha, float3 lumColor) { float _4_blend_color_luminance; { _4_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); } float lum = _4_blend_color_luminance; float _5_blend_color_luminance; { _5_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor); } float3 result = (lum - _5_blend_color_luminance) + 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; } float4 blend_luminosity(float4 src, float4 dst) { float alpha = dst.w * src.w; float3 sda = src.xyz * dst.w; float3 dsa = dst.xyz * src.w; return float4((((_blend_set_color_luminance(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; float4 _0_blend_luminosity; { float _1_alpha = _in.dst.w * _in.src.w; float3 _2_sda = _in.src.xyz * _in.dst.w; float3 _3_dsa = _in.dst.xyz * _in.src.w; _0_blend_luminosity = float4((((_blend_set_color_luminance(_3_dsa, _1_alpha, _2_sda) + _in.dst.xyz) - _3_dsa) + _in.src.xyz) - _2_sda, (_in.src.w + _in.dst.w) - _1_alpha); } _out->sk_FragColor = _0_blend_luminosity; return *_out; }