
out vec4 sk_FragColor;
in vec4 src;
in vec4 dst;
void main() {
    float _1_alpha = dst.w * src.w;
    vec3 _2_sda = src.xyz * dst.w;
    vec3 _3_dsa = dst.xyz * src.w;
    vec3 _4_blend_set_color_luminance;
    float _5_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_dsa);

    vec3 _6_result = (_5_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _2_sda)) + _2_sda;

    float _7_minComp = min(min(_6_result.x, _6_result.y), _6_result.z);
    float _8_maxComp = max(max(_6_result.x, _6_result.y), _6_result.z);
    if (_7_minComp < 0.0 && _5_lum != _7_minComp) {
        float _9_d = _5_lum - _7_minComp;
        _6_result = _5_lum + (_6_result - _5_lum) * (_5_lum / _9_d);

    }
    if (_8_maxComp > _1_alpha && _8_maxComp != _5_lum) {
        vec3 _10_n = (_6_result - _5_lum) * (_1_alpha - _5_lum);
        float _11_d = _8_maxComp - _5_lum;
        _4_blend_set_color_luminance = _5_lum + _10_n / _11_d;

    } else {
        _4_blend_set_color_luminance = _6_result;
    }
    sk_FragColor = vec4((((_4_blend_set_color_luminance + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha);


}
