| |
| out vec4 sk_FragColor; |
| in vec4 src, dst; |
| float _blend_color_luminance(vec3 color) { |
| return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); |
| } |
| vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { |
| float _4_blend_color_luminance; |
| { |
| _4_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); |
| } |
| float lum = _4_blend_color_luminance; |
| |
| float _5_blend_color_luminance; |
| { |
| _5_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor); |
| } |
| vec3 result = (lum - _5_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; |
| } |
| vec4 blend_luminosity(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(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); |
| } |
| void main() { |
| vec4 _0_blend_luminosity; |
| { |
| float _1_alpha = dst.w * src.w; |
| vec3 _2_sda = src.xyz * dst.w; |
| vec3 _3_dsa = dst.xyz * src.w; |
| _0_blend_luminosity = vec4((((_blend_set_color_luminance(_3_dsa, _1_alpha, _2_sda) + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha); |
| } |
| |
| sk_FragColor = _0_blend_luminosity; |
| |
| } |