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