out vec4 sk_FragColor; uniform vec4 color; 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) { float _14_d = lum - minComp; result = lum + (result - lum) * (lum / _14_d); } if (maxComp > alpha && maxComp != lum) { vec3 _16_n = (result - lum) * (alpha - lum); float _17_d = maxComp - lum; return lum + _16_n / _17_d; } else { return result; } } vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { if (minMidMax.x < minMidMax.z) { float _19_n = sat * (minMidMax.y - minMidMax.x); float _20_d = minMidMax.z - minMidMax.x; return vec3(0.0, _19_n / _20_d, sat); } else { return 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); } void main() { float _7_a = color.x * color.y; float _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); }