1 2out vec4 sk_FragColor; 3uniform vec4 src; 4uniform vec4 dst; 5float _color_dodge_component_hh2h2(vec2 s, vec2 d) { 6 if (d.x == 0.0) { 7 return s.x * (1.0 - d.y); 8 } else { 9 float delta = s.y - s.x; 10 if (delta == 0.0) { 11 return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); 12 } else { 13 delta = min(d.y, (d.x * s.y) / delta); 14 return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); 15 } 16 } 17} 18void main() { 19 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); 20} 21