| |
| out vec4 sk_FragColor; |
| vec4 blend_src_in(vec4 src, vec4 dst) { |
| return src * dst.w; |
| } |
| vec4 blend_dst_in(vec4 src, vec4 dst) { |
| vec4 _0_blend_src_in; |
| _0_blend_src_in = dst * src.w; |
| return _0_blend_src_in; |
| |
| } |
| 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_hue(vec4 src, vec4 dst) { |
| float alpha = dst.w * src.w; |
| vec3 sda = src.xyz * dst.w; |
| vec3 dsa = dst.xyz * src.w; |
| return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); |
| } |
| uniform vec4 color; |
| float singleuse() { |
| return 1.25; |
| } |
| float add(float a, float b) { |
| float c = a + b; |
| return c; |
| } |
| float mul(float a, float b) { |
| return a * b; |
| } |
| float fma(float a, float b, float c) { |
| return add(mul(a, b), c); |
| } |
| void main() { |
| sk_FragColor = vec4(fma(color.x, color.y, color.z)); |
| sk_FragColor *= singleuse(); |
| sk_FragColor *= blend_src_in(color.xxyy, color.zzww); |
| sk_FragColor *= blend_dst_in(color.xxyy, color.zzww); |
| sk_FragColor *= blend_hue(color, color.wwww); |
| sk_FragColor *= blend_hue(color, color.wzyx); |
| } |