#include #include using namespace metal; struct Uniforms { float4 src; float4 dst; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float3 _blend_set_color_luminance_h3h3hh3(float3 hueSatColor, float alpha, float3 lumColor) { float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); float3 result = (lum - dot(float3(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) { result = lum + (result - lum) * (lum / (lum - minComp)); } if (maxComp > alpha && maxComp != lum) { return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); } else { return result; } } float3 _blend_set_color_saturation_helper_h3h3h(float3 minMidMax, float sat) { if (minMidMax.x < minMidMax.z) { return float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); } else { return float3(0.0); } } float3 _blend_set_color_saturation_h3h3h3(float3 hueLumColor, float3 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_h3h3h(hueLumColor, sat); } else if (hueLumColor.x <= hueLumColor.z) { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.xzy, sat).xzy; } else { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zxy, sat).yzx; } } else if (hueLumColor.x <= hueLumColor.z) { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yxz, sat).yxz; } else if (hueLumColor.y <= hueLumColor.z) { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yzx, sat).zxy; } else { return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zyx, sat).zyx; } } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float _0_alpha = _uniforms.dst.w * _uniforms.src.w; float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w; float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w; _out.sk_FragColor = float4((((_blend_set_color_luminance_h3h3hh3(_blend_set_color_saturation_h3h3h3(_1_sda, _2_dsa), _0_alpha, _2_dsa) + _uniforms.dst.xyz) - _2_dsa) + _uniforms.src.xyz) - _1_sda, (_uniforms.src.w + _uniforms.dst.w) - _0_alpha); return _out; }