| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Inputs { |
| float4 src; |
| float4 dst; |
| }; |
| struct Outputs { |
| float4 sk_FragColor [[color(0)]]; |
| }; |
| float _color_burn_component(float2 s, float2 d) { |
| if (d.y == d.x) { |
| return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); |
| } else if (s.x == 0.0) { |
| return d.x * (1.0 - s.y); |
| } else { |
| float _1_n = (d.y - d.x) * s.y; |
| float delta = max(0.0, d.y - _1_n / s.x); |
| |
| return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); |
| } |
| } |
| |
| |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| _out.sk_FragColor = float4(_color_burn_component(_in.src.xw, _in.dst.xw), _color_burn_component(_in.src.yw, _in.dst.yw), _color_burn_component(_in.src.zw, _in.dst.zw), _in.src.w + (1.0 - _in.src.w) * _in.dst.w); |
| |
| return _out; |
| } |