5 float blend_color_saturation_Qhh3(vec3 color) {
6 return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
8 vec4 blend_hslc_h4h4h4h2(vec4 src, vec4 dst, vec2 flipSat) {
9 float alpha = dst.w * src.w;
10 vec3 sda = src.xyz * dst.w;
11 vec3 dsa = dst.xyz * src.w;
12 vec3 l = bool(flipSat.x) ? dsa : sda;
13 vec3 r = bool(flipSat.x) ? sda : dsa;
14 if (bool(flipSat.y)) {
15 float _2_mn = min(min(l.x, l.y), l.z);
16 float _3_mx = max(max(l.x, l.y), l.z);
17 l = _3_mx > _2_mn ? ((l - _2_mn) * blend_color_saturation_Qhh3(r)) / (_3_mx - _2_mn) : vec3(0.0);
20 float _4_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), r);
21 vec3 _5_result = (_4_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), l)) + l;
22 float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
23 float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
24 if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
25 _5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / (_4_lum - _6_minComp));
27 if (_7_maxComp > alpha && _7_maxComp != _4_lum) {
28 _5_result = _4_lum + ((_5_result - _4_lum) * (alpha - _4_lum)) / (_7_maxComp - _4_lum);
30 return vec4((((_5_result + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
33 sk_FragColor = blend_hslc_h4h4h4h2(src, dst, vec2(1.0));