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