blob: 012619112f722a5a66eee260fc8740af754dbca9 [file] [log] [blame]
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);
}