| #version 400 |
| 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 _0_blend_color_luminance; |
| { |
| _0_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); |
| } |
| float lum = _0_blend_color_luminance; |
| |
| float _1_blend_color_luminance; |
| { |
| _1_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor); |
| } |
| vec3 result = (lum - _1_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; |
| } |
| float _blend_color_saturation(vec3 color) { |
| return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); |
| } |
| 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 _2_blend_color_saturation; |
| { |
| _2_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z); |
| } |
| float sat = _2_blend_color_saturation; |
| |
| if (hueLumColor.x <= hueLumColor.y) { |
| if (hueLumColor.y <= hueLumColor.z) { |
| vec3 _3_blend_set_color_saturation_helper; |
| { |
| _3_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? vec3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : vec3(0.0); |
| } |
| hueLumColor.xyz = _3_blend_set_color_saturation_helper; |
| |
| } else if (hueLumColor.x <= hueLumColor.z) { |
| vec3 _4_blend_set_color_saturation_helper; |
| vec3 _5_minMidMax = hueLumColor.xzy; |
| { |
| _4_blend_set_color_saturation_helper = _5_minMidMax.x < _5_minMidMax.z ? vec3(0.0, (sat * (_5_minMidMax.y - _5_minMidMax.x)) / (_5_minMidMax.z - _5_minMidMax.x), sat) : vec3(0.0); |
| } |
| hueLumColor.xzy = _4_blend_set_color_saturation_helper; |
| |
| } else { |
| vec3 _6_blend_set_color_saturation_helper; |
| vec3 _7_minMidMax = hueLumColor.zxy; |
| { |
| _6_blend_set_color_saturation_helper = _7_minMidMax.x < _7_minMidMax.z ? vec3(0.0, (sat * (_7_minMidMax.y - _7_minMidMax.x)) / (_7_minMidMax.z - _7_minMidMax.x), sat) : vec3(0.0); |
| } |
| hueLumColor.zxy = _6_blend_set_color_saturation_helper; |
| |
| } |
| } else if (hueLumColor.x <= hueLumColor.z) { |
| vec3 _8_blend_set_color_saturation_helper; |
| vec3 _9_minMidMax = hueLumColor.yxz; |
| { |
| _8_blend_set_color_saturation_helper = _9_minMidMax.x < _9_minMidMax.z ? vec3(0.0, (sat * (_9_minMidMax.y - _9_minMidMax.x)) / (_9_minMidMax.z - _9_minMidMax.x), sat) : vec3(0.0); |
| } |
| hueLumColor.yxz = _8_blend_set_color_saturation_helper; |
| |
| } else if (hueLumColor.y <= hueLumColor.z) { |
| vec3 _10_blend_set_color_saturation_helper; |
| vec3 _11_minMidMax = hueLumColor.yzx; |
| { |
| _10_blend_set_color_saturation_helper = _11_minMidMax.x < _11_minMidMax.z ? vec3(0.0, (sat * (_11_minMidMax.y - _11_minMidMax.x)) / (_11_minMidMax.z - _11_minMidMax.x), sat) : vec3(0.0); |
| } |
| hueLumColor.yzx = _10_blend_set_color_saturation_helper; |
| |
| } else { |
| vec3 _12_blend_set_color_saturation_helper; |
| vec3 _13_minMidMax = hueLumColor.zyx; |
| { |
| _12_blend_set_color_saturation_helper = _13_minMidMax.x < _13_minMidMax.z ? vec3(0.0, (sat * (_13_minMidMax.y - _13_minMidMax.x)) / (_13_minMidMax.z - _13_minMidMax.x), sat) : vec3(0.0); |
| } |
| hueLumColor.zyx = _12_blend_set_color_saturation_helper; |
| |
| } |
| return hueLumColor; |
| } |
| vec4 blend_saturation(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(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); |
| } |
| void main() { |
| sk_FragColor = blend_saturation(src, dst); |
| } |