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1
2const float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0;
3const float sk_PrivkMinNormalHalf = 6.10351562e-05;
4out vec4 sk_FragColor;
5uniform vec4 color;
6float blend_color_saturation_Qhh3(vec3 color);
7vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst);
8vec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst);
9vec4 blend_hue_h4h4h4(vec4 src, vec4 dst);
10vec4 blend_src_in_h4h4h4(vec4 src, vec4 dst);
11float blend_color_saturation_Qhh3(vec3 color) {
12    return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
13}
14vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst) {
15    float alpha = dst.w * src.w;
16    vec3 sda = src.xyz * dst.w;
17    vec3 dsa = dst.xyz * src.w;
18    vec3 l = bool(flipSat.x) ? dsa : sda;
19    vec3 r = bool(flipSat.x) ? sda : dsa;
20    if (bool(flipSat.y)) {
21        float _2_mn = min(min(l.x, l.y), l.z);
22        float _3_mx = max(max(l.x, l.y), l.z);
23        l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0);
24        r = dsa;
25    }
26    float _4_lum = dot(vec3(0.3, 0.59, 0.11), r);
27    vec3 _5_result = (_4_lum - dot(vec3(0.3, 0.59, 0.11), l)) + l;
28    float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
29    float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
30    if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
31        _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (((_4_lum - _6_minComp) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon));
32    }
33    if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
34        _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (((_7_maxComp - _4_lum) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon);
35    }
36    return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
37}
38vec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst) {
39    return dst * src.w;
40}
41vec4 blend_hue_h4h4h4(vec4 src, vec4 dst) {
42    return blend_hslc_h4h2h4h4(vec2(0.0, 1.0), src, dst);
43}
44vec4 blend_src_in_h4h4h4(vec4 src, vec4 dst) {
45    return src * dst.w;
46}
47float singleuse_h() {
48    return 1.25;
49}
50float add_hhh(float a, float b) {
51    float c = a + b;
52    return c;
53}
54float mul_hhh(float a, float b) {
55    return a * b;
56}
57float fused_multiply_add_hhhh(float a, float b, float c) {
58    return add_hhh(mul_hhh(a, b), c);
59}
60void main() {
61    sk_FragColor = vec4(fused_multiply_add_hhhh(color.x, color.y, color.z));
62    sk_FragColor *= singleuse_h();
63    sk_FragColor *= blend_src_in_h4h4h4(color.xxyy, color.zzww);
64    sk_FragColor *= blend_dst_in_h4h4h4(color.xxyy, color.zzww);
65    sk_FragColor *= blend_hue_h4h4h4(color, color.wwww);
66    sk_FragColor *= blend_hue_h4h4h4(color, color.wzyx);
67}
68