blob: 5b6ea14d1bf9fab12d7b1e3fca3e06519189713d [file] [log] [blame]
const float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0;
out vec4 sk_FragColor;
uniform vec4 color;
float blend_color_saturation_Qhh3(vec3 color);
vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst);
vec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst);
vec4 blend_hue_h4h4h4(vec4 src, vec4 dst);
vec4 blend_src_in_h4h4h4(vec4 src, vec4 dst);
float blend_color_saturation_Qhh3(vec3 color) {
return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst) {
float alpha = dst.w * src.w;
vec3 sda = src.xyz * dst.w;
vec3 dsa = dst.xyz * src.w;
vec3 l = bool(flipSat.x) ? dsa : sda;
vec3 r = bool(flipSat.x) ? sda : dsa;
if (bool(flipSat.y)) {
float _2_mn = min(min(l.x, l.y), l.z);
float _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) : vec3(0.0);
r = dsa;
}
float _4_lum = dot(vec3(0.3, 0.59, 0.11), r);
vec3 _5_result = (_4_lum - dot(vec3(0.3, 0.59, 0.11), l)) + l;
float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
_5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / ((_4_lum - _6_minComp) + sk_PrivkGuardedDivideEpsilon));
}
if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
_5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / ((_7_maxComp - _4_lum) + sk_PrivkGuardedDivideEpsilon);
}
return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst) {
return dst * src.w;
}
vec4 blend_hue_h4h4h4(vec4 src, vec4 dst) {
return blend_hslc_h4h2h4h4(vec2(0.0, 1.0), src, dst);
}
vec4 blend_src_in_h4h4h4(vec4 src, vec4 dst) {
return src * dst.w;
}
float singleuse_h() {
return 1.25;
}
float add_hhh(float a, float b) {
float c = a + b;
return c;
}
float mul_hhh(float a, float b) {
return a * b;
}
float fused_multiply_add_hhhh(float a, float b, float c) {
return add_hhh(mul_hhh(a, b), c);
}
void main() {
sk_FragColor = vec4(fused_multiply_add_hhhh(color.x, color.y, color.z));
sk_FragColor *= singleuse_h();
sk_FragColor *= blend_src_in_h4h4h4(color.xxyy, color.zzww);
sk_FragColor *= blend_dst_in_h4h4h4(color.xxyy, color.zzww);
sk_FragColor *= blend_hue_h4h4h4(color, color.wwww);
sk_FragColor *= blend_hue_h4h4h4(color, color.wzyx);
}