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1
2out vec4 sk_FragColor;
3uniform vec4 color;
4vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
5    float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
6    vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor;
7    float minComp = min(min(result.x, result.y), result.z);
8    float maxComp = max(max(result.x, result.y), result.z);
9    if (minComp < 0.0 && lum != minComp) {
10        result = lum + (result - lum) * (lum / (lum - minComp));
11    }
12    if (maxComp > alpha && maxComp != lum) {
13        return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
14    } else {
15        return result;
16    }
17}
18vec3 _blend_set_color_saturation_helper_h3h3h(vec3 minMidMax, float sat) {
19    if (minMidMax.x < minMidMax.z) {
20        return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
21    } else {
22        return vec3(0.0);
23    }
24}
25vec3 _blend_set_color_saturation_h3h3h3(vec3 hueLumColor, vec3 satColor) {
26    float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
27    if (hueLumColor.x <= hueLumColor.y) {
28        if (hueLumColor.y <= hueLumColor.z) {
29            return _blend_set_color_saturation_helper_h3h3h(hueLumColor, sat);
30        } else if (hueLumColor.x <= hueLumColor.z) {
31            return _blend_set_color_saturation_helper_h3h3h(hueLumColor.xzy, sat).xzy;
32        } else {
33            return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zxy, sat).yzx;
34        }
35    } else if (hueLumColor.x <= hueLumColor.z) {
36        return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yxz, sat).yxz;
37    } else if (hueLumColor.y <= hueLumColor.z) {
38        return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yzx, sat).zxy;
39    } else {
40        return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zyx, sat).zyx;
41    }
42}
43vec4 blend_hue_h4h4h4(vec4 src, vec4 dst) {
44    float alpha = dst.w * src.w;
45    vec3 sda = src.xyz * dst.w;
46    vec3 dsa = dst.xyz * src.w;
47    return vec4((((_blend_set_color_luminance_h3h3hh3(_blend_set_color_saturation_h3h3h3(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
48}
49void main() {
50    float _1_c = color.x * color.y + color.z;
51    sk_FragColor = vec4(_1_c);
52    sk_FragColor *= 1.25;
53    sk_FragColor *= color.xxyy * color.w;
54    sk_FragColor *= color.zzww * color.y;
55    sk_FragColor *= blend_hue_h4h4h4(color, color.wwww);
56    sk_FragColor *= blend_hue_h4h4h4(color, color.wzyx);
57}
58