blob: e7be20c3b3dfea9d969632cfc4e722bc353fc6a3 [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
float4 src;
float4 dst;
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float _blend_color_luminance(float3 color) {
return dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
float3 _blend_set_color_luminance(float3 hueSatColor, float alpha, float3 lumColor) {
float _4_blend_color_luminance;
{
_4_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
}
float lum = _4_blend_color_luminance;
float _5_blend_color_luminance;
{
_5_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
}
float3 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;
}
float _blend_color_saturation(float3 color) {
return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
float3 _blend_set_color_saturation_helper(float3 minMidMax, float sat) {
return minMidMax.x < minMidMax.z ? float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : float3(0.0);
}
float3 _blend_set_color_saturation(float3 hueLumColor, float3 satColor) {
float _6_blend_color_saturation;
{
_6_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
}
float sat = _6_blend_color_saturation;
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
float3 _7_blend_set_color_saturation_helper;
{
_7_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? float3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : float3(0.0);
}
hueLumColor.xyz = _7_blend_set_color_saturation_helper;
} else if (hueLumColor.x <= hueLumColor.z) {
float3 _8_blend_set_color_saturation_helper;
{
_8_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.y ? float3(0.0, (sat * (hueLumColor.z - hueLumColor.x)) / (hueLumColor.y - hueLumColor.x), sat) : float3(0.0);
}
hueLumColor.xzy = _8_blend_set_color_saturation_helper;
} else {
float3 _9_blend_set_color_saturation_helper;
{
_9_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.y ? float3(0.0, (sat * (hueLumColor.x - hueLumColor.z)) / (hueLumColor.y - hueLumColor.z), sat) : float3(0.0);
}
hueLumColor.zxy = _9_blend_set_color_saturation_helper;
}
} else if (hueLumColor.x <= hueLumColor.z) {
float3 _10_blend_set_color_saturation_helper;
{
_10_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.z ? float3(0.0, (sat * (hueLumColor.x - hueLumColor.y)) / (hueLumColor.z - hueLumColor.y), sat) : float3(0.0);
}
hueLumColor.yxz = _10_blend_set_color_saturation_helper;
} else if (hueLumColor.y <= hueLumColor.z) {
float3 _11_blend_set_color_saturation_helper;
{
_11_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.x ? float3(0.0, (sat * (hueLumColor.z - hueLumColor.y)) / (hueLumColor.x - hueLumColor.y), sat) : float3(0.0);
}
hueLumColor.yzx = _11_blend_set_color_saturation_helper;
} else {
float3 _12_blend_set_color_saturation_helper;
{
_12_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.x ? float3(0.0, (sat * (hueLumColor.y - hueLumColor.z)) / (hueLumColor.x - hueLumColor.z), sat) : float3(0.0);
}
hueLumColor.zyx = _12_blend_set_color_saturation_helper;
}
return hueLumColor;
}
float4 blend_saturation(float4 src, float4 dst) {
float alpha = dst.w * src.w;
float3 sda = src.xyz * dst.w;
float3 dsa = dst.xyz * src.w;
return float4((((_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
float4 _0_blend_saturation;
{
float _1_alpha = _in.dst.w * _in.src.w;
float3 _2_sda = _in.src.xyz * _in.dst.w;
float3 _3_dsa = _in.dst.xyz * _in.src.w;
_0_blend_saturation = float4((((_blend_set_color_luminance(_blend_set_color_saturation(_3_dsa, _2_sda), _1_alpha, _3_dsa) + _in.dst.xyz) - _3_dsa) + _in.src.xyz) - _2_sda, (_in.src.w + _in.dst.w) - _1_alpha);
}
_out->sk_FragColor = _0_blend_saturation;
return *_out;
}