#include #include using namespace metal; struct Inputs { float4 src; float4 dst; }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; 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; float3 _4_blend_set_color_luminance; float _5_lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _2_sda); float3 _6_result = (_5_lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_dsa)) + _3_dsa; float _7_minComp = min(min(_6_result.x, _6_result.y), _6_result.z); float _8_maxComp = max(max(_6_result.x, _6_result.y), _6_result.z); if (_7_minComp < 0.0 && _5_lum != _7_minComp) { float _9_d = _5_lum - _7_minComp; _6_result = _5_lum + (_6_result - _5_lum) * (_5_lum / _9_d); } if (_8_maxComp > _1_alpha && _8_maxComp != _5_lum) { float3 _10_n = (_6_result - _5_lum) * (_1_alpha - _5_lum); float _11_d = _8_maxComp - _5_lum; _4_blend_set_color_luminance = _5_lum + _10_n / _11_d; } else { _4_blend_set_color_luminance = _6_result; } _out.sk_FragColor = float4((((_4_blend_set_color_luminance + _in.dst.xyz) - _3_dsa) + _in.src.xyz) - _2_sda, (_in.src.w + _in.dst.w) - _1_alpha); return _out; }