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