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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 src;
float4 dst;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float3 _blend_set_color_luminance_h3h3hh3(float3 hueSatColor, float alpha, float3 lumColor) {
float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
float3 result = (lum - dot(float3(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;
}
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float _0_alpha = _uniforms.dst.w * _uniforms.src.w;
float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w;
float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w;
_out.sk_FragColor = float4((((_blend_set_color_luminance_h3h3hh3(_2_dsa, _0_alpha, _1_sda) + _uniforms.dst.xyz) - _2_dsa) + _uniforms.src.xyz) - _1_sda, (_uniforms.src.w + _uniforms.dst.w) - _0_alpha);
return _out;
}