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}
27
28fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
29    Outputs _out;
30    (void)_out;
31    float _0_alpha = _uniforms.dst.w * _uniforms.src.w;
32    float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w;
33    float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w;
34    _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);
35    return _out;
36}
37