| |
| out vec4 sk_FragColor; |
| uniform vec4 color; |
| vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { |
| float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); |
| |
| vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + 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) { |
| float _14_d = lum - minComp; |
| result = lum + (result - lum) * (lum / _14_d); |
| |
| } |
| if (maxComp > alpha && maxComp != lum) { |
| vec3 _16_n = (result - lum) * (alpha - lum); |
| float _17_d = maxComp - lum; |
| return lum + _16_n / _17_d; |
| |
| } else { |
| return result; |
| } |
| } |
| vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { |
| if (minMidMax.x < minMidMax.z) { |
| float _19_n = sat * (minMidMax.y - minMidMax.x); |
| float _20_d = minMidMax.z - minMidMax.x; |
| return vec3(0.0, _19_n / _20_d, sat); |
| |
| } else { |
| return vec3(0.0); |
| } |
| } |
| vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { |
| float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z); |
| |
| 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); |
| } |
| void main() { |
| float _7_a = color.x * color.y; |
| float _8_c = _7_a + color.z; |
| sk_FragColor = vec4(_8_c); |
| |
| |
| sk_FragColor *= 1.25; |
| |
| sk_FragColor *= color.xxyy * color.w; |
| |
| sk_FragColor *= color.zzww * color.y; |
| |
| sk_FragColor *= blend_hue(color, color.wwww); |
| sk_FragColor *= blend_hue(color, color.wzyx); |
| } |