| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Inputs { |
| float4 srcdst; |
| }; |
| struct Outputs { |
| float4 sk_FragColor [[color(0)]]; |
| }; |
| |
| float _guarded_divide(float n, float d) { |
| return n / d; |
| } |
| float _color_dodge_component(float2 s, float2 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); |
| } |
| } |
| } |
| float4 blend_color_dodge(float4 src, float4 dst) { |
| return float4(_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); |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _outputStruct; |
| thread Outputs* _out = &_outputStruct; |
| float4 _0_blend_color_dodge; |
| { |
| _0_blend_color_dodge = float4(_color_dodge_component(_in.src.xw, _in.dst.xw), _color_dodge_component(_in.src.yw, _in.dst.yw), _color_dodge_component(_in.src.zw, _in.dst.zw), _in.src.w + (1.0 - _in.src.w) * _in.dst.w); |
| } |
| |
| _out->sk_FragColor = _0_blend_color_dodge; |
| |
| return *_out; |
| } |