| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Inputs { |
| float4 src; |
| float4 dst; |
| }; |
| struct Outputs { |
| float4 sk_FragColor [[color(0)]]; |
| }; |
| float3 _blend_set_color_luminance(float3 hueSatColor, float alpha, float3 lumColor) { |
| float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); |
| float3 result = (lum - dot(float3(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 _4_d = lum - minComp; |
| result = lum + (result - lum) * (lum / _4_d); |
| } |
| if (maxComp > alpha && maxComp != lum) { |
| float3 _5_n = (result - lum) * (alpha - lum); |
| float _6_d = maxComp - lum; |
| return lum + _5_n / _6_d; |
| } else { |
| return result; |
| } |
| } |
| float4 blend_color(float4 src, float4 dst) { |
| float alpha = dst.w * src.w; |
| float3 sda = src.xyz * dst.w; |
| float3 dsa = dst.xyz * src.w; |
| return float4((((_blend_set_color_luminance(sda, alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); |
| } |
| |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| _out.sk_FragColor = blend_color(_in.src, _in.dst); |
| return _out; |
| } |