1*c8dee2aaSAndroid Build Coastguard Worker#version 400 2*c8dee2aaSAndroid Build Coastguard Workerconst float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0; 3*c8dee2aaSAndroid Build Coastguard Workerconst float sk_PrivkMinNormalHalf = 6.10351562e-05; 4*c8dee2aaSAndroid Build Coastguard Workerout vec4 sk_FragColor; 5*c8dee2aaSAndroid Build Coastguard Workeruniform vec4 src; 6*c8dee2aaSAndroid Build Coastguard Workeruniform vec4 dst; 7*c8dee2aaSAndroid Build Coastguard Workerfloat blend_color_saturation_Qhh3(vec3 color); 8*c8dee2aaSAndroid Build Coastguard Workervec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst); 9*c8dee2aaSAndroid Build Coastguard Workerfloat blend_color_saturation_Qhh3(vec3 color) { 10*c8dee2aaSAndroid Build Coastguard Worker return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); 11*c8dee2aaSAndroid Build Coastguard Worker} 12*c8dee2aaSAndroid Build Coastguard Workervec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst) { 13*c8dee2aaSAndroid Build Coastguard Worker float alpha = dst.w * src.w; 14*c8dee2aaSAndroid Build Coastguard Worker vec3 sda = src.xyz * dst.w; 15*c8dee2aaSAndroid Build Coastguard Worker vec3 dsa = dst.xyz * src.w; 16*c8dee2aaSAndroid Build Coastguard Worker vec3 l = bool(flipSat.x) ? dsa : sda; 17*c8dee2aaSAndroid Build Coastguard Worker vec3 r = bool(flipSat.x) ? sda : dsa; 18*c8dee2aaSAndroid Build Coastguard Worker if (bool(flipSat.y)) { 19*c8dee2aaSAndroid Build Coastguard Worker float _2_mn = min(min(l.x, l.y), l.z); 20*c8dee2aaSAndroid Build Coastguard Worker float _3_mx = max(max(l.x, l.y), l.z); 21*c8dee2aaSAndroid Build Coastguard Worker l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0); 22*c8dee2aaSAndroid Build Coastguard Worker r = dsa; 23*c8dee2aaSAndroid Build Coastguard Worker } 24*c8dee2aaSAndroid Build Coastguard Worker float _4_lum = dot(vec3(0.3, 0.59, 0.11), r); 25*c8dee2aaSAndroid Build Coastguard Worker vec3 _5_result = (_4_lum - dot(vec3(0.3, 0.59, 0.11), l)) + l; 26*c8dee2aaSAndroid Build Coastguard Worker float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z); 27*c8dee2aaSAndroid Build Coastguard Worker float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z); 28*c8dee2aaSAndroid Build Coastguard Worker if (_6_minComp < 0.0 && _4_lum != _6_minComp) { 29*c8dee2aaSAndroid Build Coastguard Worker _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (((_4_lum - _6_minComp) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon)); 30*c8dee2aaSAndroid Build Coastguard Worker } 31*c8dee2aaSAndroid Build Coastguard Worker if (_7_maxComp > alpha && _7_maxComp != _4_lum) { 32*c8dee2aaSAndroid Build Coastguard Worker _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (((_7_maxComp - _4_lum) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon); 33*c8dee2aaSAndroid Build Coastguard Worker } 34*c8dee2aaSAndroid Build Coastguard Worker return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); 35*c8dee2aaSAndroid Build Coastguard Worker} 36*c8dee2aaSAndroid Build Coastguard Workervoid main() { 37*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor = blend_hslc_h4h2h4h4(vec2(0.0, 1.0), src, dst); 38*c8dee2aaSAndroid Build Coastguard Worker} 39