#include #include 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; }