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#version 400
out vec4 sk_FragColor;
uniform vec4 src;
uniform vec4 dst;
vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor;
float minComp = min(min(result.x, result.y), result.z);
float maxComp = max(max(result.x, result.y), result.z);
if (minComp < 0.0 && 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;
}
}
void main() {
float _0_alpha = dst.w * src.w;
vec3 _1_sda = src.xyz * dst.w;
vec3 _2_dsa = dst.xyz * src.w;
sk_FragColor = vec4((((_blend_set_color_luminance_h3h3hh3(_2_dsa, _0_alpha, _1_sda) + dst.xyz) - _2_dsa) + src.xyz) - _1_sda, (src.w + dst.w) - _0_alpha);
}