2020-09-21 21:01:22 +00:00
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#version 400
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2020-09-25 17:35:58 +00:00
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out vec4 sk_FragColor;
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2020-10-06 18:43:32 +00:00
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in vec4 src;
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in vec4 dst;
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2020-09-22 14:32:16 +00:00
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float _soft_light_component(vec2 s, vec2 d) {
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if (2.0 * s.x <= s.y) {
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2020-10-13 15:19:41 +00:00
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float _1_guarded_divide;
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float _2_n = (d.x * d.x) * (s.y - 2.0 * s.x);
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2020-09-21 21:01:22 +00:00
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{
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2020-10-13 15:19:41 +00:00
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_1_guarded_divide = _2_n / d.y;
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2020-09-21 21:01:22 +00:00
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}
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2020-10-13 15:19:41 +00:00
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return (_1_guarded_divide + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0);
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2020-09-21 21:01:22 +00:00
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2020-09-22 14:32:16 +00:00
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} else if (4.0 * d.x <= d.y) {
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float DSqd = d.x * d.x;
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float DCub = DSqd * d.x;
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float DaSqd = d.y * d.y;
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float DaCub = DaSqd * d.y;
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2020-10-13 15:19:41 +00:00
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float _3_guarded_divide;
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float _4_n = ((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;
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2020-09-21 21:01:22 +00:00
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{
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2020-10-13 15:19:41 +00:00
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_3_guarded_divide = _4_n / DaSqd;
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2020-09-21 21:01:22 +00:00
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}
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2020-10-13 15:19:41 +00:00
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return _3_guarded_divide;
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2020-09-21 21:01:22 +00:00
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2020-09-21 21:19:56 +00:00
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} else {
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2020-09-22 14:32:16 +00:00
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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;
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2020-09-21 21:01:22 +00:00
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}
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}
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2020-09-25 17:35:58 +00:00
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void main() {
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2020-10-13 15:19:41 +00:00
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vec4 _0_blend_soft_light;
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2020-09-21 21:19:56 +00:00
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{
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2020-10-13 15:19:41 +00:00
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_0_blend_soft_light = dst.w == 0.0 ? src : vec4(_soft_light_component(src.xw, dst.xw), _soft_light_component(src.yw, dst.yw), _soft_light_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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2020-09-21 21:19:56 +00:00
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}
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2020-10-13 15:19:41 +00:00
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sk_FragColor = _0_blend_soft_light;
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2020-09-21 21:01:22 +00:00
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}
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