1#include <metal_stdlib>
2#include <simd/simd.h>
3using namespace metal;
4struct Uniforms {
5    float4 src;
6    float4 dst;
7};
8struct Inputs {
9};
10struct Outputs {
11    float4 sk_FragColor [[color(0)]];
12};
13float _color_burn_component_hh2h2(float2 s, float2 d) {
14    if (d.y == d.x) {
15        return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
16    } else if (s.x == 0.0) {
17        return d.x * (1.0 - s.y);
18    } else {
19        float delta = max(0.0, d.y - ((d.y - d.x) * s.y) / s.x);
20        return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
21    }
22}
23
24fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
25    Outputs _out;
26    (void)_out;
27    _out.sk_FragColor = float4(_color_burn_component_hh2h2(_uniforms.src.xw, _uniforms.dst.xw), _color_burn_component_hh2h2(_uniforms.src.yw, _uniforms.dst.yw), _color_burn_component_hh2h2(_uniforms.src.zw, _uniforms.dst.zw), _uniforms.src.w + (1.0 - _uniforms.src.w) * _uniforms.dst.w);
28    return _out;
29}
30