| |
| out vec4 sk_FragColor; |
| in vec4 src; |
| in vec4 dst; |
| 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 _4_d = lum - minComp; |
| result = lum + (result - lum) * (lum / _4_d); |
| } |
| if (maxComp > alpha && maxComp != lum) { |
| vec3 _5_n = (result - lum) * (alpha - lum); |
| float _6_d = maxComp - lum; |
| return lum + _5_n / _6_d; |
| } else { |
| return result; |
| } |
| } |
| vec4 blend_luminosity(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(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); |
| } |
| void main() { |
| sk_FragColor = blend_luminosity(src, dst); |
| } |