out vec4 sk_FragColor; in vec4 src; in vec4 dst; float _blend_color_luminance(vec3 color) { return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); } vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { float _0_blend_color_luminance; { _0_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); } float lum = _0_blend_color_luminance; float _1_blend_color_luminance; { _1_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor); } vec3 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(vec3 color) { return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); } 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 _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) { vec3 _3_blend_set_color_saturation_helper; { _3_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? vec3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : vec3(0.0); } hueLumColor.xyz = _3_blend_set_color_saturation_helper; } else if (hueLumColor.x <= hueLumColor.z) { vec3 _4_blend_set_color_saturation_helper; { _4_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.y ? vec3(0.0, (sat * (hueLumColor.z - hueLumColor.x)) / (hueLumColor.y - hueLumColor.x), sat) : vec3(0.0); } hueLumColor.xzy = _4_blend_set_color_saturation_helper; } else { vec3 _5_blend_set_color_saturation_helper; { _5_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.y ? vec3(0.0, (sat * (hueLumColor.x - hueLumColor.z)) / (hueLumColor.y - hueLumColor.z), sat) : vec3(0.0); } hueLumColor.zxy = _5_blend_set_color_saturation_helper; } } else if (hueLumColor.x <= hueLumColor.z) { vec3 _6_blend_set_color_saturation_helper; { _6_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.z ? vec3(0.0, (sat * (hueLumColor.x - hueLumColor.y)) / (hueLumColor.z - hueLumColor.y), sat) : vec3(0.0); } hueLumColor.yxz = _6_blend_set_color_saturation_helper; } else if (hueLumColor.y <= hueLumColor.z) { vec3 _7_blend_set_color_saturation_helper; { _7_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.x ? vec3(0.0, (sat * (hueLumColor.z - hueLumColor.y)) / (hueLumColor.x - hueLumColor.y), sat) : vec3(0.0); } hueLumColor.yzx = _7_blend_set_color_saturation_helper; } else { vec3 _8_blend_set_color_saturation_helper; { _8_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.x ? vec3(0.0, (sat * (hueLumColor.y - hueLumColor.z)) / (hueLumColor.x - hueLumColor.z), sat) : vec3(0.0); } hueLumColor.zyx = _8_blend_set_color_saturation_helper; } return hueLumColor; } vec4 blend_saturation(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(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } void main() { vec4 _9_blend_saturation; { float _10_alpha = dst.w * src.w; vec3 _11_sda = src.xyz * dst.w; vec3 _12_dsa = dst.xyz * src.w; _9_blend_saturation = vec4((((_blend_set_color_luminance(_blend_set_color_saturation(_12_dsa, _11_sda), _10_alpha, _12_dsa) + dst.xyz) - _12_dsa) + src.xyz) - _11_sda, (src.w + dst.w) - _10_alpha); } sk_FragColor = _9_blend_saturation; }