• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1
2const float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0;
3out vec4 sk_FragColor;
4uniform vec4 color;
5float blend_color_saturation_Qhh3(vec3 color);
6vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst);
7vec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst);
8vec4 blend_hue_h4h4h4(vec4 src, vec4 dst);
9vec4 blend_src_in_h4h4h4(vec4 src, vec4 dst);
10float blend_color_saturation_Qhh3(vec3 color) {
11    return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
12}
13vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst) {
14    float alpha = dst.w * src.w;
15    vec3 sda = src.xyz * dst.w;
16    vec3 dsa = dst.xyz * src.w;
17    vec3 l = bool(flipSat.x) ? dsa : sda;
18    vec3 r = bool(flipSat.x) ? sda : dsa;
19    if (bool(flipSat.y)) {
20        float _2_mn = min(min(l.x, l.y), l.z);
21        float _3_mx = max(max(l.x, l.y), l.z);
22        l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0);
23        r = dsa;
24    }
25    float _4_lum = dot(vec3(0.3, 0.59, 0.11), r);
26    vec3 _5_result = (_4_lum - dot(vec3(0.3, 0.59, 0.11), l)) + l;
27    float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
28    float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
29    if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
30        _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / ((_4_lum - _6_minComp) + sk_PrivkGuardedDivideEpsilon));
31    }
32    if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
33        _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / ((_7_maxComp - _4_lum) + sk_PrivkGuardedDivideEpsilon);
34    }
35    return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
36}
37vec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst) {
38    return dst * src.w;
39}
40vec4 blend_hue_h4h4h4(vec4 src, vec4 dst) {
41    return blend_hslc_h4h2h4h4(vec2(0.0, 1.0), src, dst);
42}
43vec4 blend_src_in_h4h4h4(vec4 src, vec4 dst) {
44    return src * dst.w;
45}
46float singleuse_h() {
47    return 1.25;
48}
49float add_hhh(float a, float b) {
50    float c = a + b;
51    return c;
52}
53float mul_hhh(float a, float b) {
54    return a * b;
55}
56float fused_multiply_add_hhhh(float a, float b, float c) {
57    return add_hhh(mul_hhh(a, b), c);
58}
59void main() {
60    sk_FragColor = vec4(fused_multiply_add_hhhh(color.x, color.y, color.z));
61    sk_FragColor *= singleuse_h();
62    sk_FragColor *= blend_src_in_h4h4h4(color.xxyy, color.zzww);
63    sk_FragColor *= blend_dst_in_h4h4h4(color.xxyy, color.zzww);
64    sk_FragColor *= blend_hue_h4h4h4(color, color.wwww);
65    sk_FragColor *= blend_hue_h4h4h4(color, color.wzyx);
66}
67