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} 16 17fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 18 Outputs _out; 19 (void)_out; 20 float4 _0_result = float4(_blend_overlay_component_hh2h2(_uniforms.src.xw, _uniforms.dst.xw), _blend_overlay_component_hh2h2(_uniforms.src.yw, _uniforms.dst.yw), _blend_overlay_component_hh2h2(_uniforms.src.zw, _uniforms.dst.zw), _uniforms.src.w + (1.0 - _uniforms.src.w) * _uniforms.dst.w); 21 _0_result.xyz = _0_result.xyz + _uniforms.dst.xyz * (1.0 - _uniforms.src.w) + _uniforms.src.xyz * (1.0 - _uniforms.dst.w); 22 _out.sk_FragColor = _0_result; 23 return _out; 24} 25