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1#version 400
2out vec4 sk_FragColor;
3uniform vec4 src;
4uniform vec4 dst;
5vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
6    float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
7    vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor;
8    float minComp = min(min(result.x, result.y), result.z);
9    float maxComp = max(max(result.x, result.y), result.z);
10    if (minComp < 0.0 && lum != minComp) {
11        result = lum + (result - lum) * (lum / (lum - minComp));
12    }
13    if (maxComp > alpha && maxComp != lum) {
14        return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
15    } else {
16        return result;
17    }
18}
19vec3 _blend_set_color_saturation_helper_h3h3h(vec3 minMidMax, float sat) {
20    if (minMidMax.x < minMidMax.z) {
21        return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
22    } else {
23        return vec3(0.0);
24    }
25}
26vec3 _blend_set_color_saturation_h3h3h3(vec3 hueLumColor, vec3 satColor) {
27    float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
28    if (hueLumColor.x <= hueLumColor.y) {
29        if (hueLumColor.y <= hueLumColor.z) {
30            return _blend_set_color_saturation_helper_h3h3h(hueLumColor, sat);
31        } else if (hueLumColor.x <= hueLumColor.z) {
32            return _blend_set_color_saturation_helper_h3h3h(hueLumColor.xzy, sat).xzy;
33        } else {
34            return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zxy, sat).yzx;
35        }
36    } else if (hueLumColor.x <= hueLumColor.z) {
37        return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yxz, sat).yxz;
38    } else if (hueLumColor.y <= hueLumColor.z) {
39        return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yzx, sat).zxy;
40    } else {
41        return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zyx, sat).zyx;
42    }
43}
44void main() {
45    float _0_alpha = dst.w * src.w;
46    vec3 _1_sda = src.xyz * dst.w;
47    vec3 _2_dsa = dst.xyz * src.w;
48    sk_FragColor = vec4((((_blend_set_color_luminance_h3h3hh3(_blend_set_color_saturation_h3h3h3(_2_dsa, _1_sda), _0_alpha, _2_dsa) + dst.xyz) - _2_dsa) + src.xyz) - _1_sda, (src.w + dst.w) - _0_alpha);
49}
50