blob: c95d1638ce952e9d55777eb4bcda82b8cb1b82de [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
half4 src;
half4 dst;
};
struct Inputs {
};
struct Outputs {
half4 sk_FragColor [[color(0)]];
};
half3 _blend_set_color_luminance_h3h3hh3(half3 hueSatColor, half alpha, half3 lumColor) {
half lum = dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), lumColor);
half3 result = (lum - dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), hueSatColor)) + hueSatColor;
half minComp = min(min(result.x, result.y), result.z);
half maxComp = max(max(result.x, result.y), result.z);
if (minComp < 0.0h && lum != minComp) {
result = lum + (result - lum) * (lum / (lum - minComp));
}
if (maxComp > alpha && maxComp != lum) {
return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
} else {
return result;
}
}
half3 _blend_set_color_saturation_helper_h3h3h(half3 minMidMax, half sat) {
if (minMidMax.x < minMidMax.z) {
return half3(0.0h, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
} else {
return half3(0.0h);
}
}
half3 _blend_set_color_saturation_h3h3h3(half3 hueLumColor, half3 satColor) {
half sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor, sat);
} else if (hueLumColor.x <= hueLumColor.z) {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.xzy, sat).xzy;
} else {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zxy, sat).yzx;
}
} else if (hueLumColor.x <= hueLumColor.z) {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yxz, sat).yxz;
} else if (hueLumColor.y <= hueLumColor.z) {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yzx, sat).zxy;
} else {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zyx, sat).zyx;
}
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
half _0_alpha = _uniforms.dst.w * _uniforms.src.w;
half3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w;
half3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w;
_out.sk_FragColor = half4((((_blend_set_color_luminance_h3h3hh3(_blend_set_color_saturation_h3h3h3(_1_sda, _2_dsa), _0_alpha, _2_dsa) + _uniforms.dst.xyz) - _2_dsa) + _uniforms.src.xyz) - _1_sda, (_uniforms.src.w + _uniforms.dst.w) - _0_alpha);
return _out;
}