1 2out vec4 sk_FragColor; 3uniform vec4 color; 4float singleuse() { 5 return 1.25; 6} 7float add(float a, float b) { 8 float c = a + b; 9 return c; 10} 11float mul(float a, float b) { 12 return a * b; 13} 14float fma(float a, float b, float c) { 15 return add(mul(a, b), c); 16} 17vec4 blend_src_in(vec4 src, vec4 dst) { 18 return src * dst.w; 19} 20vec4 blend_dst_in(vec4 src, vec4 dst) { 21 return blend_src_in(dst, src); 22} 23float _blend_color_luminance(vec3 color) { 24 return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); 25} 26vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { 27 float lum = _blend_color_luminance(lumColor); 28 vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor; 29 float minComp = min(min(result.x, result.y), result.z); 30 float maxComp = max(max(result.x, result.y), result.z); 31 if (minComp < 0.0 && lum != minComp) { 32 result = lum + ((result - lum) * lum) / (lum - minComp); 33 } 34 return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result; 35} 36float _blend_color_saturation(vec3 color) { 37 return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); 38} 39vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { 40 return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0); 41} 42vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { 43 float sat = _blend_color_saturation(satColor); 44 if (hueLumColor.x <= hueLumColor.y) { 45 if (hueLumColor.y <= hueLumColor.z) { 46 hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat); 47 } else if (hueLumColor.x <= hueLumColor.z) { 48 hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat); 49 } else { 50 hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat); 51 } 52 } else if (hueLumColor.x <= hueLumColor.z) { 53 hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat); 54 } else if (hueLumColor.y <= hueLumColor.z) { 55 hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat); 56 } else { 57 hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat); 58 } 59 return hueLumColor; 60} 61vec4 blend_hue(vec4 src, vec4 dst) { 62 float alpha = dst.w * src.w; 63 vec3 sda = src.xyz * dst.w; 64 vec3 dsa = dst.xyz * src.w; 65 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); 66} 67void main() { 68 sk_FragColor = vec4(fma(color.x, color.y, color.z)); 69 sk_FragColor *= singleuse(); 70 sk_FragColor *= blend_src_in(color.xxyy, color.zzww); 71 sk_FragColor *= blend_dst_in(color.xxyy, color.zzww); 72 sk_FragColor *= blend_hue(color, color.wwww); 73 sk_FragColor *= blend_hue(color, color.wzyx); 74} 75