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_dodge_component_hh2h2(float2 s, float2 d) { 14 if (d.x == 0.0) { 15 return s.x * (1.0 - d.y); 16 } else { 17 float delta = s.y - s.x; 18 if (delta == 0.0) { 19 return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); 20 } else { 21 delta = min(d.y, (d.x * s.y) / delta); 22 return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); 23 } 24 } 25} 26 27fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 28 Outputs _out; 29 (void)_out; 30 _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); 31 return _out; 32} 33