skia2/tests/sksl/blend/BlendLighten.metal

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Metal
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struct Uniforms {
float4 src;
float4 dst;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float4 _0_result = _uniforms.src + (1.0 - _uniforms.src.w) * _uniforms.dst;
_0_result.xyz = max(_0_result.xyz, (1.0 - _uniforms.dst.w) * _uniforms.src.xyz + _uniforms.dst.xyz);
_out.sk_FragColor = _0_result;
return _out;
}