| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Uniforms { |
| float4 src; |
| float4 dst; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| float4 sk_FragColor [[color(0)]]; |
| }; |
| float _color_dodge_component_hh2h2(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 { |
| delta = min(d.y, (d.x * s.y) / delta); |
| return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); |
| } |
| } |
| } |
| |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| _out.sk_FragColor = float4(_color_dodge_component_hh2h2(_uniforms.src.xw, _uniforms.dst.xw), _color_dodge_component_hh2h2(_uniforms.src.yw, _uniforms.dst.yw), _color_dodge_component_hh2h2(_uniforms.src.zw, _uniforms.dst.zw), _uniforms.src.w + (1.0 - _uniforms.src.w) * _uniforms.dst.w); |
| return _out; |
| } |