#include #include using namespace metal; struct Uniforms { half4 src; half4 dst; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; half3 _blend_set_color_luminance_h3h3hh3(half3 hueSatColor, half alpha, half3 lumColor) { half lum = dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), lumColor); half3 result = (lum - dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), hueSatColor)) + hueSatColor; half minComp = min(min(result.x, result.y), result.z); half maxComp = max(max(result.x, result.y), result.z); if (minComp < 0.0h && 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; } } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; half _0_alpha = _uniforms.dst.w * _uniforms.src.w; half3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w; half3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w; _out.sk_FragColor = half4((((_blend_set_color_luminance_h3h3hh3(_1_sda, _0_alpha, _2_dsa) + _uniforms.dst.xyz) - _2_dsa) + _uniforms.src.xyz) - _1_sda, (_uniforms.src.w + _uniforms.dst.w) - _0_alpha); return _out; }