const float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0; out vec4 sk_FragColor; uniform vec4 color; float blend_color_saturation_Qhh3(vec3 color); vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst); vec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst); vec4 blend_hue_h4h4h4(vec4 src, vec4 dst); vec4 blend_src_in_h4h4h4(vec4 src, vec4 dst); float blend_color_saturation_Qhh3(vec3 color) { return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); } vec4 blend_hslc_h4h2h4h4(vec2 flipSat, vec4 src, vec4 dst) { float alpha = dst.w * src.w; vec3 sda = src.xyz * dst.w; vec3 dsa = dst.xyz * src.w; vec3 l = bool(flipSat.x) ? dsa : sda; vec3 r = bool(flipSat.x) ? sda : dsa; if (bool(flipSat.y)) { float _2_mn = min(min(l.x, l.y), l.z); float _3_mx = max(max(l.x, l.y), l.z); l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0); r = dsa; } float _4_lum = dot(vec3(0.3, 0.59, 0.11), r); vec3 _5_result = (_4_lum - dot(vec3(0.3, 0.59, 0.11), l)) + l; float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z); float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z); if (_6_minComp < 0.0 && _4_lum != _6_minComp) { _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / ((_4_lum - _6_minComp) + sk_PrivkGuardedDivideEpsilon)); } if (_7_maxComp > alpha && _7_maxComp != _4_lum) { _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / ((_7_maxComp - _4_lum) + sk_PrivkGuardedDivideEpsilon); } return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } vec4 blend_dst_in_h4h4h4(vec4 src, vec4 dst) { return dst * src.w; } vec4 blend_hue_h4h4h4(vec4 src, vec4 dst) { return blend_hslc_h4h2h4h4(vec2(0.0, 1.0), src, dst); } vec4 blend_src_in_h4h4h4(vec4 src, vec4 dst) { return src * dst.w; } float singleuse_h() { return 1.25; } float add_hhh(float a, float b) { float c = a + b; return c; } float mul_hhh(float a, float b) { return a * b; } float fused_multiply_add_hhhh(float a, float b, float c) { return add_hhh(mul_hhh(a, b), c); } void main() { sk_FragColor = vec4(fused_multiply_add_hhhh(color.x, color.y, color.z)); sk_FragColor *= singleuse_h(); sk_FragColor *= blend_src_in_h4h4h4(color.xxyy, color.zzww); sk_FragColor *= blend_dst_in_h4h4h4(color.xxyy, color.zzww); sk_FragColor *= blend_hue_h4h4h4(color, color.wwww); sk_FragColor *= blend_hue_h4h4h4(color, color.wzyx); }