| |
| uniform vec4 src, dst; |
| float _guarded_divide(float n, float d) { |
| return n / d; |
| } |
| float _color_dodge_component(vec2 s, vec2 d) { |
| if (d.x == 0.0) { |
| return s.x * (1.0 - d.y); |
| } else { |
| float delta = s.y - s.x; |
| if (delta == 0.0) { |
| return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); |
| } else { |
| float _1_guarded_divide; |
| float _2_n = d.x * s.y; |
| { |
| _1_guarded_divide = _2_n / delta; |
| } |
| delta = min(d.y, _1_guarded_divide); |
| |
| return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); |
| } |
| } |
| } |
| vec4 blend_color_dodge(vec4 src, vec4 dst) { |
| return vec4(_color_dodge_component(src.xw, dst.xw), _color_dodge_component(src.yw, dst.yw), _color_dodge_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); |
| } |
| vec4 main() { |
| vec4 _0_blend_color_dodge; |
| { |
| _0_blend_color_dodge = vec4(_color_dodge_component(src.xw, dst.xw), _color_dodge_component(src.yw, dst.yw), _color_dodge_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); |
| } |
| |
| return _0_blend_color_dodge; |
| |
| } |