1*c8dee2aaSAndroid Build Coastguard Worker 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 color; 6*c8dee2aaSAndroid Build Coastguard Workerfloat blend_color_saturation_Qhh3(vec3 color); 7*c8dee2aaSAndroid Build Coastguard Workervec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst); 8*c8dee2aaSAndroid Build Coastguard Workervec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst); 9*c8dee2aaSAndroid Build Coastguard Workervec4 blend_hue_h4h4h4(vec4 src, vec4 dst); 10*c8dee2aaSAndroid Build Coastguard Workervec4 blend_src_in_h4h4h4(vec4 src, vec4 dst); 11*c8dee2aaSAndroid Build Coastguard Workerfloat blend_color_saturation_Qhh3(vec3 color) { 12*c8dee2aaSAndroid Build Coastguard Worker return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); 13*c8dee2aaSAndroid Build Coastguard Worker} 14*c8dee2aaSAndroid Build Coastguard Workervec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst) { 15*c8dee2aaSAndroid Build Coastguard Worker float alpha = dst.w * src.w; 16*c8dee2aaSAndroid Build Coastguard Worker vec3 sda = src.xyz * dst.w; 17*c8dee2aaSAndroid Build Coastguard Worker vec3 dsa = dst.xyz * src.w; 18*c8dee2aaSAndroid Build Coastguard Worker vec3 l = bool(flipSat.x) ? dsa : sda; 19*c8dee2aaSAndroid Build Coastguard Worker vec3 r = bool(flipSat.x) ? sda : dsa; 20*c8dee2aaSAndroid Build Coastguard Worker if (bool(flipSat.y)) { 21*c8dee2aaSAndroid Build Coastguard Worker float _2_mn = min(min(l.x, l.y), l.z); 22*c8dee2aaSAndroid Build Coastguard Worker float _3_mx = max(max(l.x, l.y), l.z); 23*c8dee2aaSAndroid Build Coastguard Worker l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0); 24*c8dee2aaSAndroid Build Coastguard Worker r = dsa; 25*c8dee2aaSAndroid Build Coastguard Worker } 26*c8dee2aaSAndroid Build Coastguard Worker float _4_lum = dot(vec3(0.3, 0.59, 0.11), r); 27*c8dee2aaSAndroid Build Coastguard Worker vec3 _5_result = (_4_lum - dot(vec3(0.3, 0.59, 0.11), l)) + l; 28*c8dee2aaSAndroid Build Coastguard Worker float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z); 29*c8dee2aaSAndroid Build Coastguard Worker float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z); 30*c8dee2aaSAndroid Build Coastguard Worker if (_6_minComp < 0.0 && _4_lum != _6_minComp) { 31*c8dee2aaSAndroid Build Coastguard Worker _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (((_4_lum - _6_minComp) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon)); 32*c8dee2aaSAndroid Build Coastguard Worker } 33*c8dee2aaSAndroid Build Coastguard Worker if (_7_maxComp > alpha && _7_maxComp != _4_lum) { 34*c8dee2aaSAndroid Build Coastguard Worker _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (((_7_maxComp - _4_lum) + sk_PrivkMinNormalHalf) + sk_PrivkGuardedDivideEpsilon); 35*c8dee2aaSAndroid Build Coastguard Worker } 36*c8dee2aaSAndroid Build Coastguard Worker return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); 37*c8dee2aaSAndroid Build Coastguard Worker} 38*c8dee2aaSAndroid Build Coastguard Workervec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst) { 39*c8dee2aaSAndroid Build Coastguard Worker return dst * src.w; 40*c8dee2aaSAndroid Build Coastguard Worker} 41*c8dee2aaSAndroid Build Coastguard Workervec4 blend_hue_h4h4h4(vec4 src, vec4 dst) { 42*c8dee2aaSAndroid Build Coastguard Worker return blend_hslc_h4h2h4h4(vec2(0.0, 1.0), src, dst); 43*c8dee2aaSAndroid Build Coastguard Worker} 44*c8dee2aaSAndroid Build Coastguard Workervec4 blend_src_in_h4h4h4(vec4 src, vec4 dst) { 45*c8dee2aaSAndroid Build Coastguard Worker return src * dst.w; 46*c8dee2aaSAndroid Build Coastguard Worker} 47*c8dee2aaSAndroid Build Coastguard Workerfloat singleuse_h() { 48*c8dee2aaSAndroid Build Coastguard Worker return 1.25; 49*c8dee2aaSAndroid Build Coastguard Worker} 50*c8dee2aaSAndroid Build Coastguard Workerfloat add_hhh(float a, float b) { 51*c8dee2aaSAndroid Build Coastguard Worker float c = a + b; 52*c8dee2aaSAndroid Build Coastguard Worker return c; 53*c8dee2aaSAndroid Build Coastguard Worker} 54*c8dee2aaSAndroid Build Coastguard Workerfloat mul_hhh(float a, float b) { 55*c8dee2aaSAndroid Build Coastguard Worker return a * b; 56*c8dee2aaSAndroid Build Coastguard Worker} 57*c8dee2aaSAndroid Build Coastguard Workerfloat fused_multiply_add_hhhh(float a, float b, float c) { 58*c8dee2aaSAndroid Build Coastguard Worker return add_hhh(mul_hhh(a, b), c); 59*c8dee2aaSAndroid Build Coastguard Worker} 60*c8dee2aaSAndroid Build Coastguard Workervoid main() { 61*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor = vec4(fused_multiply_add_hhhh(color.x, color.y, color.z)); 62*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor *= singleuse_h(); 63*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor *= blend_src_in_h4h4h4(color.xxyy, color.zzww); 64*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor *= blend_dst_in_h4h4h4(color.xxyy, color.zzww); 65*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor *= blend_hue_h4h4h4(color, color.wwww); 66*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor *= blend_hue_h4h4h4(color, color.wzyx); 67*c8dee2aaSAndroid Build Coastguard Worker} 68