| |
| out vec4 sk_FragColor; |
| uniform vec4 src; |
| uniform vec4 dst; |
| float _color_dodge_component_hh2h2(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 { |
| 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); |
| } |
| } |
| } |
| void main() { |
| sk_FragColor = vec4(_color_dodge_component_hh2h2(src.xw, dst.xw), _color_dodge_component_hh2h2(src.yw, dst.yw), _color_dodge_component_hh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); |
| } |