| #version 400 |
| out vec4 sk_FragColor; |
| uniform vec4 src; |
| uniform vec4 dst; |
| vec3 _blend_set_color_luminance_h3h3hh3(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) { |
| result = lum + (result - lum) * (lum / (lum - minComp)); |
| } |
| if (maxComp > alpha && maxComp != lum) { |
| return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); |
| } else { |
| return result; |
| } |
| } |
| void main() { |
| float _0_alpha = dst.w * src.w; |
| vec3 _1_sda = src.xyz * dst.w; |
| vec3 _2_dsa = dst.xyz * src.w; |
| sk_FragColor = vec4((((_blend_set_color_luminance_h3h3hh3(_2_dsa, _0_alpha, _1_sda) + dst.xyz) - _2_dsa) + src.xyz) - _1_sda, (src.w + dst.w) - _0_alpha); |
| } |