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 _blend_overlay_component_hh2h2(float2 s, float2 d) {
14    return 2.0 * d.x <= d.y ? (2.0 * s.x) * d.x : s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x);
15}
16float4 blend_overlay_h4h4h4(float4 src, float4 dst) {
17    float4 result = float4(_blend_overlay_component_hh2h2(src.xw, dst.xw), _blend_overlay_component_hh2h2(src.yw, dst.yw), _blend_overlay_component_hh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
18    result.xyz = result.xyz + dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
19    return result;
20}
21
22fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
23    Outputs _out;
24    (void)_out;
25    _out.sk_FragColor = blend_overlay_h4h4h4(_uniforms.dst, _uniforms.src);
26    return _out;
27}
28