1#include <metal_stdlib> 2#include <simd/simd.h> 3using namespace metal; 4struct Uniforms { 5 float4 src; 6 float4 dst; 7}; 8struct Inputs { 9}; 10struct Outputs { 11 float4 sk_FragColor [[color(0)]]; 12}; 13float3 _blend_set_color_luminance_h3h3hh3(float3 hueSatColor, float alpha, float3 lumColor) { 14 float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 15 float3 result = (lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor; 16 float minComp = min(min(result.x, result.y), result.z); 17 float maxComp = max(max(result.x, result.y), result.z); 18 if (minComp < 0.0 && lum != minComp) { 19 result = lum + (result - lum) * (lum / (lum - minComp)); 20 } 21 if (maxComp > alpha && maxComp != lum) { 22 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); 23 } else { 24 return result; 25 } 26} 27float3 _blend_set_color_saturation_helper_h3h3h(float3 minMidMax, float sat) { 28 if (minMidMax.x < minMidMax.z) { 29 return float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); 30 } else { 31 return float3(0.0); 32 } 33} 34float3 _blend_set_color_saturation_h3h3h3(float3 hueLumColor, float3 satColor) { 35 float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z); 36 if (hueLumColor.x <= hueLumColor.y) { 37 if (hueLumColor.y <= hueLumColor.z) { 38 return _blend_set_color_saturation_helper_h3h3h(hueLumColor, sat); 39 } else if (hueLumColor.x <= hueLumColor.z) { 40 return _blend_set_color_saturation_helper_h3h3h(hueLumColor.xzy, sat).xzy; 41 } else { 42 return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zxy, sat).yzx; 43 } 44 } else if (hueLumColor.x <= hueLumColor.z) { 45 return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yxz, sat).yxz; 46 } else if (hueLumColor.y <= hueLumColor.z) { 47 return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yzx, sat).zxy; 48 } else { 49 return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zyx, sat).zyx; 50 } 51} 52 53fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 54 Outputs _out; 55 (void)_out; 56 float _0_alpha = _uniforms.dst.w * _uniforms.src.w; 57 float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w; 58 float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w; 59 _out.sk_FragColor = float4((((_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); 60 return _out; 61} 62