blob: 3362209120964c359e81bea4881d4035e38de4ff [file] [log] [blame]
out vec4 sk_FragColor;
in vec4 src;
in vec4 dst;
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);
}
}
void main() {
float _1_alpha = dst.w * src.w;
vec3 _2_sda = src.xyz * dst.w;
vec3 _3_dsa = dst.xyz * src.w;
vec3 _4_blend_set_color_saturation;
float _5_sat = max(max(_3_dsa.x, _3_dsa.y), _3_dsa.z) - min(min(_3_dsa.x, _3_dsa.y), _3_dsa.z);
if (_2_sda.x <= _2_sda.y) {
if (_2_sda.y <= _2_sda.z) {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda, _5_sat);
} else if (_2_sda.x <= _2_sda.z) {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.xzy, _5_sat).xzy;
} else {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.zxy, _5_sat).yzx;
}
} else if (_2_sda.x <= _2_sda.z) {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.yxz, _5_sat).yxz;
} else if (_2_sda.y <= _2_sda.z) {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.yzx, _5_sat).zxy;
} else {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.zyx, _5_sat).zyx;
}
vec3 _6_blend_set_color_luminance;
float _7_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_dsa);
vec3 _8_result = (_7_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _4_blend_set_color_saturation)) + _4_blend_set_color_saturation;
float _9_minComp = min(min(_8_result.x, _8_result.y), _8_result.z);
float _10_maxComp = max(max(_8_result.x, _8_result.y), _8_result.z);
if (_9_minComp < 0.0 && _7_lum != _9_minComp) {
float _11_d = _7_lum - _9_minComp;
_8_result = _7_lum + (_8_result - _7_lum) * (_7_lum / _11_d);
}
if (_10_maxComp > _1_alpha && _10_maxComp != _7_lum) {
vec3 _12_n = (_8_result - _7_lum) * (_1_alpha - _7_lum);
float _13_d = _10_maxComp - _7_lum;
_6_blend_set_color_luminance = _7_lum + _12_n / _13_d;
} else {
_6_blend_set_color_luminance = _8_result;
}
sk_FragColor = vec4((((_6_blend_set_color_luminance + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha);
}