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