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