blob: 686dc0269ffb691d353f534db1d8e454d5e86871 [file] [log] [blame]
out vec4 sk_FragColor;
float _blend_overlay_component(vec2 s, vec2 d) {
return 2.0 * d.x <= d.y ? (2.0 * s.x) * d.x : s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x);
}
vec4 blend_overlay(vec4 src, vec4 dst) {
vec4 result = vec4(_blend_overlay_component(src.xw, dst.xw), _blend_overlay_component(src.yw, dst.yw), _blend_overlay_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
return result;
}
float _color_dodge_component(vec2 s, vec2 d) {
if (d.x == 0.0) {
return s.x * (1.0 - d.y);
} else {
float delta = s.y - s.x;
if (delta == 0.0) {
return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
} else {
float _3_guarded_divide;
float _4_n = d.x * s.y;
_3_guarded_divide = _4_n / delta;
delta = min(d.y, _3_guarded_divide);
return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
}
}
}
float _color_burn_component(vec2 s, vec2 d) {
if (d.y == d.x) {
return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
} else if (s.x == 0.0) {
return d.x * (1.0 - s.y);
} else {
float _5_guarded_divide;
float _6_n = (d.y - d.x) * s.y;
_5_guarded_divide = _6_n / s.x;
float delta = max(0.0, d.y - _5_guarded_divide);
return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
}
}
float _soft_light_component(vec2 s, vec2 d) {
if (2.0 * s.x <= s.y) {
float _7_guarded_divide;
float _8_n = (d.x * d.x) * (s.y - 2.0 * s.x);
_7_guarded_divide = _8_n / d.y;
return (_7_guarded_divide + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0);
} else if (4.0 * d.x <= d.y) {
float DSqd = d.x * d.x;
float DCub = DSqd * d.x;
float DaSqd = d.y * d.y;
float DaCub = DaSqd * d.y;
float _9_guarded_divide;
float _10_n = ((DaSqd * (s.x - d.x * ((3.0 * s.y - 6.0 * s.x) - 1.0)) + ((12.0 * d.y) * DSqd) * (s.y - 2.0 * s.x)) - (16.0 * DCub) * (s.y - 2.0 * s.x)) - DaCub * s.x;
_9_guarded_divide = _10_n / DaSqd;
return _9_guarded_divide;
} else {
return ((d.x * ((s.y - 2.0 * s.x) + 1.0) + s.x) - sqrt(d.y * d.x) * (s.y - 2.0 * s.x)) - d.y * s.x;
}
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
float _11_blend_color_luminance;
_11_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
float lum = _11_blend_color_luminance;
float _12_blend_color_luminance;
_12_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
vec3 result = (lum - _12_blend_color_luminance) + hueSatColor;
float minComp = min(min(result.x, result.y), result.z);
float maxComp = max(max(result.x, result.y), result.z);
if (minComp < 0.0 && lum != minComp) {
result = lum + ((result - lum) * lum) / (lum - minComp);
}
return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
}
vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
}
vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
float _13_blend_color_saturation;
_13_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
float sat = _13_blend_color_saturation;
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
return _blend_set_color_saturation_helper(hueLumColor, sat);
} else if (hueLumColor.x <= hueLumColor.z) {
return _blend_set_color_saturation_helper(hueLumColor.xzy, sat).xzy;
} else {
return _blend_set_color_saturation_helper(hueLumColor.zxy, sat).yzx;
}
} else if (hueLumColor.x <= hueLumColor.z) {
return _blend_set_color_saturation_helper(hueLumColor.yxz, sat).yxz;
} else if (hueLumColor.y <= hueLumColor.z) {
return _blend_set_color_saturation_helper(hueLumColor.yzx, sat).zxy;
} else {
return _blend_set_color_saturation_helper(hueLumColor.zyx, sat).zyx;
}
}
vec4 blend(int mode, vec4 src, vec4 dst) {
switch (mode) {
case 0:
return vec4(0.0);
case 1:
vec4 _15_blend_src;
_15_blend_src = src;
return _15_blend_src;
case 2:
vec4 _16_blend_dst;
_16_blend_dst = dst;
return _16_blend_dst;
case 3:
vec4 _17_blend_src_over;
_17_blend_src_over = src + (1.0 - src.w) * dst;
return _17_blend_src_over;
case 4:
vec4 _18_blend_dst_over;
_18_blend_dst_over = (1.0 - dst.w) * src + dst;
return _18_blend_dst_over;
case 5:
vec4 _19_blend_src_in;
_19_blend_src_in = src * dst.w;
return _19_blend_src_in;
case 6:
vec4 _20_blend_dst_in;
vec4 _21_blend_src_in;
_21_blend_src_in = dst * src.w;
_20_blend_dst_in = _21_blend_src_in;
return _20_blend_dst_in;
case 7:
vec4 _22_blend_src_out;
_22_blend_src_out = (1.0 - dst.w) * src;
return _22_blend_src_out;
case 8:
vec4 _23_blend_dst_out;
_23_blend_dst_out = (1.0 - src.w) * dst;
return _23_blend_dst_out;
case 9:
vec4 _24_blend_src_atop;
_24_blend_src_atop = dst.w * src + (1.0 - src.w) * dst;
return _24_blend_src_atop;
case 10:
vec4 _25_blend_dst_atop;
_25_blend_dst_atop = (1.0 - dst.w) * src + src.w * dst;
return _25_blend_dst_atop;
case 11:
vec4 _26_blend_xor;
_26_blend_xor = (1.0 - dst.w) * src + (1.0 - src.w) * dst;
return _26_blend_xor;
case 12:
vec4 _27_blend_plus;
_27_blend_plus = min(src + dst, 1.0);
return _27_blend_plus;
case 13:
vec4 _28_blend_modulate;
_28_blend_modulate = src * dst;
return _28_blend_modulate;
case 14:
vec4 _29_blend_screen;
_29_blend_screen = src + (1.0 - src) * dst;
return _29_blend_screen;
case 15:
return blend_overlay(src, dst);
case 16:
vec4 _30_blend_darken;
vec4 _31_blend_src_over;
_31_blend_src_over = src + (1.0 - src.w) * dst;
vec4 _32_result = _31_blend_src_over;
_32_result.xyz = min(_32_result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
_30_blend_darken = _32_result;
return _30_blend_darken;
case 17:
vec4 _33_blend_lighten;
vec4 _34_blend_src_over;
_34_blend_src_over = src + (1.0 - src.w) * dst;
vec4 _35_result = _34_blend_src_over;
_35_result.xyz = max(_35_result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
_33_blend_lighten = _35_result;
return _33_blend_lighten;
case 18:
vec4 _36_blend_color_dodge;
_36_blend_color_dodge = vec4(_color_dodge_component(src.xw, dst.xw), _color_dodge_component(src.yw, dst.yw), _color_dodge_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
return _36_blend_color_dodge;
case 19:
vec4 _37_blend_color_burn;
_37_blend_color_burn = vec4(_color_burn_component(src.xw, dst.xw), _color_burn_component(src.yw, dst.yw), _color_burn_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
return _37_blend_color_burn;
case 20:
vec4 _38_blend_hard_light;
_38_blend_hard_light = blend_overlay(dst, src);
return _38_blend_hard_light;
case 21:
vec4 _39_blend_soft_light;
_39_blend_soft_light = dst.w == 0.0 ? src : vec4(_soft_light_component(src.xw, dst.xw), _soft_light_component(src.yw, dst.yw), _soft_light_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
return _39_blend_soft_light;
case 22:
vec4 _40_blend_difference;
_40_blend_difference = vec4((src.xyz + dst.xyz) - 2.0 * min(src.xyz * dst.w, dst.xyz * src.w), src.w + (1.0 - src.w) * dst.w);
return _40_blend_difference;
case 23:
vec4 _41_blend_exclusion;
_41_blend_exclusion = vec4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w);
return _41_blend_exclusion;
case 24:
vec4 _42_blend_multiply;
_42_blend_multiply = vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
return _42_blend_multiply;
case 25:
vec4 _43_blend_hue;
float _44_alpha = dst.w * src.w;
vec3 _45_sda = src.xyz * dst.w;
vec3 _46_dsa = dst.xyz * src.w;
_43_blend_hue = vec4((((_blend_set_color_luminance(_blend_set_color_saturation(_45_sda, _46_dsa), _44_alpha, _46_dsa) + dst.xyz) - _46_dsa) + src.xyz) - _45_sda, (src.w + dst.w) - _44_alpha);
return _43_blend_hue;
case 26:
vec4 _47_blend_saturation;
float _48_alpha = dst.w * src.w;
vec3 _49_sda = src.xyz * dst.w;
vec3 _50_dsa = dst.xyz * src.w;
_47_blend_saturation = vec4((((_blend_set_color_luminance(_blend_set_color_saturation(_50_dsa, _49_sda), _48_alpha, _50_dsa) + dst.xyz) - _50_dsa) + src.xyz) - _49_sda, (src.w + dst.w) - _48_alpha);
return _47_blend_saturation;
case 27:
vec4 _51_blend_color;
float _52_alpha = dst.w * src.w;
vec3 _53_sda = src.xyz * dst.w;
vec3 _54_dsa = dst.xyz * src.w;
_51_blend_color = vec4((((_blend_set_color_luminance(_53_sda, _52_alpha, _54_dsa) + dst.xyz) - _54_dsa) + src.xyz) - _53_sda, (src.w + dst.w) - _52_alpha);
return _51_blend_color;
case 28:
vec4 _55_blend_luminosity;
float _56_alpha = dst.w * src.w;
vec3 _57_sda = src.xyz * dst.w;
vec3 _58_dsa = dst.xyz * src.w;
_55_blend_luminosity = vec4((((_blend_set_color_luminance(_58_dsa, _56_alpha, _57_sda) + dst.xyz) - _58_dsa) + src.xyz) - _57_sda, (src.w + dst.w) - _56_alpha);
return _55_blend_luminosity;
}
return vec4(0.0);
}
in vec4 src;
in vec4 dst;
void main() {
sk_FragColor = blend(13, src, dst);
}