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1#include <metal_stdlib>
2#include <simd/simd.h>
3using namespace metal;
4constant const half sk_PrivkGuardedDivideEpsilon = half(false ? 1e-08 : 0.0);
5struct Uniforms {
6    half4 src;
7    half4 dst;
8};
9struct Inputs {
10};
11struct Outputs {
12    half4 sk_FragColor [[color(0)]];
13};
14half blend_color_saturation_Qhh3(half3 color);
15half4 blend_hslc_h4h2h4h4(half2 flipSat, half4 src, half4 dst);
16half blend_color_saturation_Qhh3(half3 color) {
17    return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
18}
19half4 blend_hslc_h4h2h4h4(half2 flipSat, half4 src, half4 dst) {
20    half alpha = dst.w * src.w;
21    half3 sda = src.xyz * dst.w;
22    half3 dsa = dst.xyz * src.w;
23    half3 l = bool(flipSat.x) ? dsa : sda;
24    half3 r = bool(flipSat.x) ? sda : dsa;
25    if (bool(flipSat.y)) {
26        half _2_mn = min(min(l.x, l.y), l.z);
27        half _3_mx = max(max(l.x, l.y), l.z);
28        l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : half3(0.0h);
29        r = dsa;
30    }
31    half _4_lum = dot(half3(0.3h, 0.59h, 0.11h), r);
32    half3 _5_result = (_4_lum - dot(half3(0.3h, 0.59h, 0.11h), l)) + l;
33    half _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
34    half _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
35    if (_6_minComp < 0.0h && _4_lum != _6_minComp) {
36        _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / ((_4_lum - _6_minComp) + sk_PrivkGuardedDivideEpsilon));
37    }
38    if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
39        _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / ((_7_maxComp - _4_lum) + sk_PrivkGuardedDivideEpsilon);
40    }
41    return half4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
42}
43fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
44    Outputs _out;
45    (void)_out;
46    _out.sk_FragColor = blend_hslc_h4h2h4h4(half2(0.0h, 1.0h), _uniforms.src, _uniforms.dst);
47    return _out;
48}
49