#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; } float _blend_color_saturation(float3 color) { return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); } float3 _blend_set_color_saturation_helper(float3 minMidMax, float sat) { return minMidMax.x < minMidMax.z ? float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : float3(0.0); } float3 _blend_set_color_saturation(float3 hueLumColor, float3 satColor) { float _6_blend_color_saturation; { _6_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z); } float sat = _6_blend_color_saturation; if (hueLumColor.x <= hueLumColor.y) { if (hueLumColor.y <= hueLumColor.z) { float3 _7_blend_set_color_saturation_helper; { _7_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? float3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : float3(0.0); } hueLumColor.xyz = _7_blend_set_color_saturation_helper; } else if (hueLumColor.x <= hueLumColor.z) { float3 _8_blend_set_color_saturation_helper; { _8_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.y ? float3(0.0, (sat * (hueLumColor.z - hueLumColor.x)) / (hueLumColor.y - hueLumColor.x), sat) : float3(0.0); } hueLumColor.xzy = _8_blend_set_color_saturation_helper; } else { float3 _9_blend_set_color_saturation_helper; { _9_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.y ? float3(0.0, (sat * (hueLumColor.x - hueLumColor.z)) / (hueLumColor.y - hueLumColor.z), sat) : float3(0.0); } hueLumColor.zxy = _9_blend_set_color_saturation_helper; } } else if (hueLumColor.x <= hueLumColor.z) { float3 _10_blend_set_color_saturation_helper; { _10_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.z ? float3(0.0, (sat * (hueLumColor.x - hueLumColor.y)) / (hueLumColor.z - hueLumColor.y), sat) : float3(0.0); } hueLumColor.yxz = _10_blend_set_color_saturation_helper; } else if (hueLumColor.y <= hueLumColor.z) { float3 _11_blend_set_color_saturation_helper; { _11_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.x ? float3(0.0, (sat * (hueLumColor.z - hueLumColor.y)) / (hueLumColor.x - hueLumColor.y), sat) : float3(0.0); } hueLumColor.yzx = _11_blend_set_color_saturation_helper; } else { float3 _12_blend_set_color_saturation_helper; { _12_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.x ? float3(0.0, (sat * (hueLumColor.y - hueLumColor.z)) / (hueLumColor.x - hueLumColor.z), sat) : float3(0.0); } hueLumColor.zyx = _12_blend_set_color_saturation_helper; } return hueLumColor; } float4 blend_saturation(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(_blend_set_color_saturation(dsa, sda), alpha, dsa) + 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_saturation; { 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_saturation = float4((((_blend_set_color_luminance(_blend_set_color_saturation(_3_dsa, _2_sda), _1_alpha, _3_dsa) + _in.dst.xyz) - _3_dsa) + _in.src.xyz) - _2_sda, (_in.src.w + _in.dst.w) - _1_alpha); } _out->sk_FragColor = _0_blend_saturation; return *_out; }