#include #include using namespace metal; struct Inputs { float4 srcdst; }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float _blend_color_luminance(float3 color) { return dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); } float3 _blend_set_color_luminance(float3 hueSatColor, float alpha, float3 lumColor) { float _0_blend_color_luminance; { _0_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); } float lum = _0_blend_color_luminance; float _1_blend_color_luminance; { _1_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor); } float3 result = (lum - _1_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; } float _blend_color_saturation(float3 color) { return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); } float3 _blend_set_color_saturation_helper(float3 minMidMax, float sat) { return minMidMax.x < minMidMax.z ? float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : float3(0.0); } float3 _blend_set_color_saturation(float3 hueLumColor, float3 satColor) { float _2_blend_color_saturation; { _2_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z); } float sat = _2_blend_color_saturation; if (hueLumColor.x <= hueLumColor.y) { if (hueLumColor.y <= hueLumColor.z) { float3 _3_blend_set_color_saturation_helper; { _3_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? float3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : float3(0.0); } hueLumColor.xyz = _3_blend_set_color_saturation_helper; } else if (hueLumColor.x <= hueLumColor.z) { float3 _4_blend_set_color_saturation_helper; float3 _5_minMidMax = hueLumColor.xzy; { _4_blend_set_color_saturation_helper = _5_minMidMax.x < _5_minMidMax.z ? float3(0.0, (sat * (_5_minMidMax.y - _5_minMidMax.x)) / (_5_minMidMax.z - _5_minMidMax.x), sat) : float3(0.0); } hueLumColor.xzy = _4_blend_set_color_saturation_helper; } else { float3 _6_blend_set_color_saturation_helper; float3 _7_minMidMax = hueLumColor.zxy; { _6_blend_set_color_saturation_helper = _7_minMidMax.x < _7_minMidMax.z ? float3(0.0, (sat * (_7_minMidMax.y - _7_minMidMax.x)) / (_7_minMidMax.z - _7_minMidMax.x), sat) : float3(0.0); } hueLumColor.zxy = _6_blend_set_color_saturation_helper; } } else if (hueLumColor.x <= hueLumColor.z) { float3 _8_blend_set_color_saturation_helper; float3 _9_minMidMax = hueLumColor.yxz; { _8_blend_set_color_saturation_helper = _9_minMidMax.x < _9_minMidMax.z ? float3(0.0, (sat * (_9_minMidMax.y - _9_minMidMax.x)) / (_9_minMidMax.z - _9_minMidMax.x), sat) : float3(0.0); } hueLumColor.yxz = _8_blend_set_color_saturation_helper; } else if (hueLumColor.y <= hueLumColor.z) { float3 _10_blend_set_color_saturation_helper; float3 _11_minMidMax = hueLumColor.yzx; { _10_blend_set_color_saturation_helper = _11_minMidMax.x < _11_minMidMax.z ? float3(0.0, (sat * (_11_minMidMax.y - _11_minMidMax.x)) / (_11_minMidMax.z - _11_minMidMax.x), sat) : float3(0.0); } hueLumColor.yzx = _10_blend_set_color_saturation_helper; } else { float3 _12_blend_set_color_saturation_helper; float3 _13_minMidMax = hueLumColor.zyx; { _12_blend_set_color_saturation_helper = _13_minMidMax.x < _13_minMidMax.z ? float3(0.0, (sat * (_13_minMidMax.y - _13_minMidMax.x)) / (_13_minMidMax.z - _13_minMidMax.x), sat) : float3(0.0); } hueLumColor.zyx = _12_blend_set_color_saturation_helper; } return hueLumColor; } float4 blend_saturation(float4 src, float4 dst) { float alpha = dst.w * src.w; float3 sda = src.xyz * dst.w; float3 dsa = dst.xyz * src.w; return float4((((_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor = blend_saturation(_in.src, _in.dst); return *_out; }