#include #include using namespace metal; struct Uniforms { float4 src; float4 dst; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float _soft_light_component_hh2h2(float2 s, float2 d) { if (2.0 * s.x <= s.y) { return (((d.x * d.x) * (s.y - 2.0 * s.x)) / d.y + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0); } else if (4.0 * d.x <= d.y) { float DSqd = d.x * d.x; float DCub = DSqd * d.x; float DaSqd = d.y * d.y; float DaCub = DaSqd * d.y; 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; } else { 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; } } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; _out.sk_FragColor = _uniforms.dst.w == 0.0 ? _uniforms.src : float4(_soft_light_component_hh2h2(_uniforms.src.xw, _uniforms.dst.xw), _soft_light_component_hh2h2(_uniforms.src.yw, _uniforms.dst.yw), _soft_light_component_hh2h2(_uniforms.src.zw, _uniforms.dst.zw), _uniforms.src.w + (1.0 - _uniforms.src.w) * _uniforms.dst.w); return _out; }