| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Uniforms { |
| half4 src; |
| half4 dst; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| half4 sk_FragColor [[color(0)]]; |
| }; |
| half blend_color_saturation_Qhh3(half3 color) { |
| return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); |
| } |
| half4 blend_hslc_h4h4h4h2(half4 src, half4 dst, half2 flipSat) { |
| half alpha = dst.w * src.w; |
| half3 sda = src.xyz * dst.w; |
| half3 dsa = dst.xyz * src.w; |
| half3 l = bool(flipSat.x) ? dsa : sda; |
| half3 r = bool(flipSat.x) ? sda : dsa; |
| if (bool(flipSat.y)) { |
| half _2_mn = min(min(l.x, l.y), l.z); |
| half _3_mx = max(max(l.x, l.y), l.z); |
| l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : half3(0.0h); |
| r = dsa; |
| } |
| half _4_lum = dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), r); |
| half3 _5_result = (_4_lum - dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), l)) + l; |
| half _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z); |
| half _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z); |
| if (_6_minComp < 0.0h && _4_lum != _6_minComp) { |
| _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (_4_lum - _6_minComp)); |
| } |
| if (_7_maxComp > alpha && _7_maxComp != _4_lum) { |
| _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (_7_maxComp - _4_lum); |
| } |
| return half4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| _out.sk_FragColor = blend_hslc_h4h4h4h2(_uniforms.src, _uniforms.dst, half2(1.0h, 0.0h)); |
| return _out; |
| } |