out vec4 sk_FragColor; uniform vec4 src; uniform vec4 dst; vec3 blend_set_color_saturation_helper_Qh3h3h(vec3 minMidMax, float sat) { vec2 delta = minMidMax.yz - minMidMax.xx; return delta.y >= 9.9999997473787516e-06 ? vec3(0.0, (delta.x / delta.y) * sat, sat) : vec3(0.0); } vec4 blend_hslc_h4h4h4hb(vec4 src, vec4 dst, float flip, bool saturate) { float alpha = dst.w * src.w; vec3 sda = src.xyz * dst.w; vec3 dsa = dst.xyz * src.w; vec3 l = mix(sda, dsa, flip); vec3 r = mix(dsa, sda, flip); if (saturate) { vec3 _0_blend_set_color_saturation; float _1_sat = max(max(r.x, r.y), r.z) - min(min(r.x, r.y), r.z); if (l.x <= l.y) { if (l.y <= l.z) { _0_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l, _1_sat); } else if (l.x <= l.z) { _0_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.xzy, _1_sat).xzy; } else { _0_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.zxy, _1_sat).yzx; } } else if (l.x <= l.z) { _0_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.yxz, _1_sat).yxz; } else if (l.y <= l.z) { _0_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.yzx, _1_sat).zxy; } else { _0_blend_set_color_saturation = blend_set_color_saturation_helper_Qh3h3h(l.zyx, _1_sat).zyx; } l = _0_blend_set_color_saturation; r = dsa; } vec3 _2_blend_set_color_luminance; float _3_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), r); vec3 _4_result = (_3_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), l)) + l; float _5_minComp = min(min(_4_result.x, _4_result.y), _4_result.z); float _6_maxComp = max(max(_4_result.x, _4_result.y), _4_result.z); if (_5_minComp < 0.0 && _3_lum != _5_minComp) { _4_result = _3_lum + (_4_result - _3_lum) * (_3_lum / (_3_lum - _5_minComp)); } if (_6_maxComp > alpha && _6_maxComp != _3_lum) { _2_blend_set_color_luminance = _3_lum + ((_4_result - _3_lum) * (alpha - _3_lum)) / (_6_maxComp - _3_lum); } else { _2_blend_set_color_luminance = _4_result; } return vec4((((_2_blend_set_color_luminance + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } void main() { sk_FragColor = blend_hslc_h4h4h4hb(src, dst, 1.0, false); }