#version 400 out vec4 sk_FragColor; in vec4 src; in vec4 dst; void main() { float _1_alpha = dst.w * src.w; vec3 _2_sda = src.xyz * dst.w; vec3 _3_dsa = dst.xyz * src.w; float _5_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _2_sda); vec3 _6_result = (_5_lum - dot(vec3(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) { _6_result = _5_lum + ((_6_result - _5_lum) * _5_lum) / (_5_lum - _7_minComp); } sk_FragColor = vec4(((((_8_maxComp > _1_alpha && _8_maxComp != _5_lum ? _5_lum + ((_6_result - _5_lum) * (_1_alpha - _5_lum)) / (_8_maxComp - _5_lum) : _6_result) + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha); }