1
2out vec4 sk_FragColor;
3uniform vec4 src;
4uniform vec4 dst;
5vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
6    float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
7    vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor;
8    float minComp = min(min(result.x, result.y), result.z);
9    float maxComp = max(max(result.x, result.y), result.z);
10    if (minComp < 0.0 && lum != minComp) {
11        result = lum + (result - lum) * (lum / (lum - minComp));
12    }
13    if (maxComp > alpha && maxComp != lum) {
14        return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
15    } else {
16        return result;
17    }
18}
19void main() {
20    float _0_alpha = dst.w * src.w;
21    vec3 _1_sda = src.xyz * dst.w;
22    vec3 _2_dsa = dst.xyz * src.w;
23    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);
24}
25