out vec4 sk_FragColor; vec4 blend_src_in(vec4 src, vec4 dst) { return src * dst.w; } vec4 blend_dst_in(vec4 src, vec4 dst) { vec4 _0_blend_src_in; { _0_blend_src_in = dst * src.w; } return _0_blend_src_in; } vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { float _11_blend_color_luminance; { _11_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); } float lum = _11_blend_color_luminance; float _12_blend_color_luminance; { _12_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor); } vec3 result = (lum - _12_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; } vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0); } vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { float _13_blend_color_saturation; { _13_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z); } float sat = _13_blend_color_saturation; 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); } uniform vec4 color; float singleuse() { return 1.25; } float add(float a, float b) { float c = a + b; return c; } float mul(float a, float b) { return a * b; } float fma(float a, float b, float c) { return add(mul(a, b), c); } void main() { sk_FragColor = vec4(fma(color.x, color.y, color.z)); sk_FragColor *= singleuse(); sk_FragColor *= blend_src_in(color.xxyy, color.zzww); sk_FragColor *= blend_dst_in(color.xxyy, color.zzww); sk_FragColor *= blend_hue(color, color.wwww); sk_FragColor *= blend_hue(color, color.wzyx); }