1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity); 2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code); 3*c8dee2aaSAndroid Build Coastguard Workerstruct FSOut { 4*c8dee2aaSAndroid Build Coastguard Worker @location(0) sk_FragColor: vec4<f32>, 5*c8dee2aaSAndroid Build Coastguard Worker}; 6*c8dee2aaSAndroid Build Coastguard Workerstruct _GlobalUniforms { 7*c8dee2aaSAndroid Build Coastguard Worker src: vec4<f32>, 8*c8dee2aaSAndroid Build Coastguard Worker dst: vec4<f32>, 9*c8dee2aaSAndroid Build Coastguard Worker}; 10*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 11*c8dee2aaSAndroid Build Coastguard Workerconst sk_PrivkGuardedDivideEpsilon: f32 = f32(select(0.0, 1e-08, false)); 12*c8dee2aaSAndroid Build Coastguard Workerconst sk_PrivkMinNormalHalf: f32 = 6.10351562e-05; 13*c8dee2aaSAndroid Build Coastguard Workerfn blend_color_saturation_Qhh3(color: vec3<f32>) -> f32 { 14*c8dee2aaSAndroid Build Coastguard Worker { 15*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = max(color.x, color.y); 16*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = max(_skTemp0, color.z); 17*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = min(color.x, color.y); 18*c8dee2aaSAndroid Build Coastguard Worker let _skTemp3 = min(_skTemp2, color.z); 19*c8dee2aaSAndroid Build Coastguard Worker return _skTemp1 - _skTemp3; 20*c8dee2aaSAndroid Build Coastguard Worker } 21*c8dee2aaSAndroid Build Coastguard Worker} 22*c8dee2aaSAndroid Build Coastguard Workerfn blend_hslc_h4h2h4h4(flipSat: vec2<f32>, src: vec4<f32>, dst: vec4<f32>) -> vec4<f32> { 23*c8dee2aaSAndroid Build Coastguard Worker { 24*c8dee2aaSAndroid Build Coastguard Worker let alpha: f32 = dst.w * src.w; 25*c8dee2aaSAndroid Build Coastguard Worker let sda: vec3<f32> = src.xyz * dst.w; 26*c8dee2aaSAndroid Build Coastguard Worker let dsa: vec3<f32> = dst.xyz * src.w; 27*c8dee2aaSAndroid Build Coastguard Worker var l: vec3<f32> = select(sda, dsa, vec3<bool>(bool(flipSat.x))); 28*c8dee2aaSAndroid Build Coastguard Worker var r: vec3<f32> = select(dsa, sda, vec3<bool>(bool(flipSat.x))); 29*c8dee2aaSAndroid Build Coastguard Worker if bool(flipSat.y) { 30*c8dee2aaSAndroid Build Coastguard Worker { 31*c8dee2aaSAndroid Build Coastguard Worker let _skTemp4 = min(l.x, l.y); 32*c8dee2aaSAndroid Build Coastguard Worker let _skTemp5 = min(_skTemp4, l.z); 33*c8dee2aaSAndroid Build Coastguard Worker let _2_mn: f32 = _skTemp5; 34*c8dee2aaSAndroid Build Coastguard Worker let _skTemp6 = max(l.x, l.y); 35*c8dee2aaSAndroid Build Coastguard Worker let _skTemp7 = max(_skTemp6, l.z); 36*c8dee2aaSAndroid Build Coastguard Worker let _3_mx: f32 = _skTemp7; 37*c8dee2aaSAndroid Build Coastguard Worker var _skTemp8: vec3<f32>; 38*c8dee2aaSAndroid Build Coastguard Worker if _3_mx > _2_mn { 39*c8dee2aaSAndroid Build Coastguard Worker let _skTemp9 = blend_color_saturation_Qhh3(r); 40*c8dee2aaSAndroid Build Coastguard Worker _skTemp8 = ((l - _2_mn) * _skTemp9) / (_3_mx - _2_mn); 41*c8dee2aaSAndroid Build Coastguard Worker } else { 42*c8dee2aaSAndroid Build Coastguard Worker _skTemp8 = vec3<f32>(0.0); 43*c8dee2aaSAndroid Build Coastguard Worker } 44*c8dee2aaSAndroid Build Coastguard Worker l = _skTemp8; 45*c8dee2aaSAndroid Build Coastguard Worker r = dsa; 46*c8dee2aaSAndroid Build Coastguard Worker } 47*c8dee2aaSAndroid Build Coastguard Worker } 48*c8dee2aaSAndroid Build Coastguard Worker let _skTemp10 = dot(vec3<f32>(0.3, 0.59, 0.11), r); 49*c8dee2aaSAndroid Build Coastguard Worker let _4_lum: f32 = _skTemp10; 50*c8dee2aaSAndroid Build Coastguard Worker let _skTemp11 = dot(vec3<f32>(0.3, 0.59, 0.11), l); 51*c8dee2aaSAndroid Build Coastguard Worker var _5_result: vec3<f32> = (_4_lum - _skTemp11) + l; 52*c8dee2aaSAndroid Build Coastguard Worker let _skTemp12 = min(_5_result.x, _5_result.y); 53*c8dee2aaSAndroid Build Coastguard Worker let _skTemp13 = min(_skTemp12, _5_result.z); 54*c8dee2aaSAndroid Build Coastguard Worker let _6_minComp: f32 = _skTemp13; 55*c8dee2aaSAndroid Build Coastguard Worker let _skTemp14 = max(_5_result.x, _5_result.y); 56*c8dee2aaSAndroid Build Coastguard Worker let _skTemp15 = max(_skTemp14, _5_result.z); 57*c8dee2aaSAndroid Build Coastguard Worker let _7_maxComp: f32 = _skTemp15; 58*c8dee2aaSAndroid Build Coastguard Worker if (_6_minComp < 0.0) && (_4_lum != _6_minComp) { 59*c8dee2aaSAndroid Build Coastguard Worker { 60*c8dee2aaSAndroid Build Coastguard Worker _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (((_4_lum - _6_minComp) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon)); 61*c8dee2aaSAndroid Build Coastguard Worker } 62*c8dee2aaSAndroid Build Coastguard Worker } 63*c8dee2aaSAndroid Build Coastguard Worker if (_7_maxComp > alpha) && (_7_maxComp != _4_lum) { 64*c8dee2aaSAndroid Build Coastguard Worker { 65*c8dee2aaSAndroid Build Coastguard Worker _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (((_7_maxComp - _4_lum) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon); 66*c8dee2aaSAndroid Build Coastguard Worker } 67*c8dee2aaSAndroid Build Coastguard Worker } 68*c8dee2aaSAndroid Build Coastguard Worker return vec4<f32>((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); 69*c8dee2aaSAndroid Build Coastguard Worker } 70*c8dee2aaSAndroid Build Coastguard Worker} 71*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) { 72*c8dee2aaSAndroid Build Coastguard Worker { 73*c8dee2aaSAndroid Build Coastguard Worker let _skTemp16 = blend_hslc_h4h2h4h4(vec2<f32>(1.0), _globalUniforms.src, _globalUniforms.dst); 74*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_FragColor = _skTemp16; 75*c8dee2aaSAndroid Build Coastguard Worker } 76*c8dee2aaSAndroid Build Coastguard Worker} 77*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 78*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 79*c8dee2aaSAndroid Build Coastguard Worker _skslMain(&_stageOut); 80*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 81*c8dee2aaSAndroid Build Coastguard Worker} 82