#version 400 out vec4 sk_FragColor; in vec4 src; in vec4 dst; 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); } } void main() { float _1_alpha = dst.w * src.w; vec3 _2_sda = src.xyz * dst.w; vec3 _3_dsa = dst.xyz * src.w; vec3 _4_blend_set_color_saturation; float _5_sat = max(max(_2_sda.x, _2_sda.y), _2_sda.z) - min(min(_2_sda.x, _2_sda.y), _2_sda.z); if (_3_dsa.x <= _3_dsa.y) { if (_3_dsa.y <= _3_dsa.z) { _4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa, _5_sat); } else if (_3_dsa.x <= _3_dsa.z) { _4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.xzy, _5_sat).xzy; } else { _4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.zxy, _5_sat).yzx; } } else if (_3_dsa.x <= _3_dsa.z) { _4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.yxz, _5_sat).yxz; } else if (_3_dsa.y <= _3_dsa.z) { _4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.yzx, _5_sat).zxy; } else { _4_blend_set_color_saturation = _blend_set_color_saturation_helper(_3_dsa.zyx, _5_sat).zyx; } vec3 _6_blend_set_color_luminance; float _7_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_dsa); vec3 _8_result = (_7_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _4_blend_set_color_saturation)) + _4_blend_set_color_saturation; float _9_minComp = min(min(_8_result.x, _8_result.y), _8_result.z); float _10_maxComp = max(max(_8_result.x, _8_result.y), _8_result.z); if (_9_minComp < 0.0 && _7_lum != _9_minComp) { float _11_d = _7_lum - _9_minComp; _8_result = _7_lum + (_8_result - _7_lum) * (_7_lum / _11_d); } if (_10_maxComp > _1_alpha && _10_maxComp != _7_lum) { vec3 _12_n = (_8_result - _7_lum) * (_1_alpha - _7_lum); float _13_d = _10_maxComp - _7_lum; _6_blend_set_color_luminance = _7_lum + _12_n / _13_d; } else { _6_blend_set_color_luminance = _8_result; } sk_FragColor = vec4((((_6_blend_set_color_luminance + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha); }