1#include <metal_stdlib> 2#include <simd/simd.h> 3using namespace metal; 4struct Uniforms { 5 half4 src; 6 half4 dst; 7}; 8struct Inputs { 9}; 10struct Outputs { 11 half4 sk_FragColor [[color(0)]]; 12}; 13half3 _blend_set_color_luminance_h3h3hh3(half3 hueSatColor, half alpha, half3 lumColor) { 14 half lum = dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), lumColor); 15 half3 result = (lum - dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), hueSatColor)) + hueSatColor; 16 half minComp = min(min(result.x, result.y), result.z); 17 half maxComp = max(max(result.x, result.y), result.z); 18 if (minComp < 0.0h && lum != minComp) { 19 result = lum + (result - lum) * (lum / (lum - minComp)); 20 } 21 if (maxComp > alpha && maxComp != lum) { 22 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); 23 } else { 24 return result; 25 } 26} 27fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 28 Outputs _out; 29 (void)_out; 30 half _0_alpha = _uniforms.dst.w * _uniforms.src.w; 31 half3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w; 32 half3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w; 33 _out.sk_FragColor = half4((((_blend_set_color_luminance_h3h3hh3(_2_dsa, _0_alpha, _1_sda) + _uniforms.dst.xyz) - _2_dsa) + _uniforms.src.xyz) - _1_sda, (_uniforms.src.w + _uniforms.dst.w) - _0_alpha); 34 return _out; 35} 36