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} 19void main() { 20 float _0_alpha = dst.w * src.w; 21 vec3 _1_sda = src.xyz * dst.w; 22 vec3 _2_dsa = dst.xyz * src.w; 23 sk_FragColor = vec4((((_blend_set_color_luminance_h3h3hh3(_1_sda, _0_alpha, _2_dsa) + dst.xyz) - _2_dsa) + src.xyz) - _1_sda, (src.w + dst.w) - _0_alpha); 24} 25