1 2const float sk_PrivkGuardedDivideEpsilon = true ? 1e-08 : 0.0; 3const float sk_PrivkMinNormalHalf = 6.10351562e-05; 4out vec4 sk_FragColor; 5in vec4 src; 6in vec4 dst; 7float guarded_divide_Qhhh(float n, float d); 8float color_burn_component_Qhh2h2(vec2 s, vec2 d); 9float color_dodge_component_Qhh2h2(vec2 s, vec2 d); 10float soft_light_component_Qhh2h2(vec2 s, vec2 d); 11float guarded_divide_Qhhh(float n, float d) { 12 return n / (d + sk_PrivkGuardedDivideEpsilon); 13} 14float color_burn_component_Qhh2h2(vec2 s, vec2 d) { 15 float dyTerm = d.y == d.x ? d.y : 0.0; 16 float delta = abs(s.x) >= sk_PrivkMinNormalHalf ? d.y - min(d.y, guarded_divide_Qhhh((d.y - d.x) * s.y, s.x)) : dyTerm; 17 return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); 18} 19float color_dodge_component_Qhh2h2(vec2 s, vec2 d) { 20 float dxScale = float(d.x == 0.0 ? 0 : 1); 21 float delta = dxScale * min(d.y, abs(s.y - s.x) >= sk_PrivkMinNormalHalf ? guarded_divide_Qhhh(d.x * s.y, s.y - s.x) : d.y); 22 return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); 23} 24float soft_light_component_Qhh2h2(vec2 s, vec2 d) { 25 if (2.0 * s.x <= s.y) { 26 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); 27 } else if (4.0 * d.x <= d.y) { 28 float DSqd = d.x * d.x; 29 float DCub = DSqd * d.x; 30 float DaSqd = d.y * d.y; 31 float DaCub = DaSqd * d.y; 32 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); 33 } else { 34 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; 35 } 36} 37void main() { 38 sk_FragColor = vec4(color_dodge_component_Qhh2h2(src.xw, dst.xw), color_dodge_component_Qhh2h2(src.yw, dst.yw), color_dodge_component_Qhh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); 39 sk_FragColor = vec4(color_burn_component_Qhh2h2(src.xw, dst.xw), color_burn_component_Qhh2h2(src.yw, dst.yw), color_burn_component_Qhh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); 40 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); 41} 42