1*c8dee2aaSAndroid Build Coastguard Worker#version 400 2*c8dee2aaSAndroid Build Coastguard Workerconst float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0; 3*c8dee2aaSAndroid Build Coastguard Workerout vec4 sk_FragColor; 4*c8dee2aaSAndroid Build Coastguard Workeruniform vec4 src; 5*c8dee2aaSAndroid Build Coastguard Workeruniform vec4 dst; 6*c8dee2aaSAndroid Build Coastguard Workerfloat soft_light_component_Qhh2h2(vec2 s, vec2 d); 7*c8dee2aaSAndroid Build Coastguard Workerfloat soft_light_component_Qhh2h2(vec2 s, vec2 d) { 8*c8dee2aaSAndroid Build Coastguard Worker if (2.0 * s.x <= s.y) { 9*c8dee2aaSAndroid Build Coastguard Worker return (((d.x * d.x) * (s.y - 2.0 * s.x)) / (d.y + sk_PrivkGuardedDivideEpsilon) + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0); 10*c8dee2aaSAndroid Build Coastguard Worker } else if (4.0 * d.x <= d.y) { 11*c8dee2aaSAndroid Build Coastguard Worker float DSqd = d.x * d.x; 12*c8dee2aaSAndroid Build Coastguard Worker float DCub = DSqd * d.x; 13*c8dee2aaSAndroid Build Coastguard Worker float DaSqd = d.y * d.y; 14*c8dee2aaSAndroid Build Coastguard Worker float DaCub = DaSqd * d.y; 15*c8dee2aaSAndroid Build Coastguard Worker return (((DaSqd * (s.x - d.x * ((3.0 * s.y - 6.0 * s.x) - 1.0)) + ((12.0 * d.y) * DSqd) * (s.y - 2.0 * s.x)) - (16.0 * DCub) * (s.y - 2.0 * s.x)) - DaCub * s.x) / (DaSqd + sk_PrivkGuardedDivideEpsilon); 16*c8dee2aaSAndroid Build Coastguard Worker } else { 17*c8dee2aaSAndroid Build Coastguard Worker return ((d.x * ((s.y - 2.0 * s.x) + 1.0) + s.x) - sqrt(d.y * d.x) * (s.y - 2.0 * s.x)) - d.y * s.x; 18*c8dee2aaSAndroid Build Coastguard Worker } 19*c8dee2aaSAndroid Build Coastguard Worker} 20*c8dee2aaSAndroid Build Coastguard Workervoid main() { 21*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor = dst.w == 0.0 ? src : vec4(soft_light_component_Qhh2h2(src.xw, dst.xw), soft_light_component_Qhh2h2(src.yw, dst.yw), soft_light_component_Qhh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); 22*c8dee2aaSAndroid Build Coastguard Worker} 23