#include #include using namespace metal; struct Inputs { float4 src; float4 dst; }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; float4 _0_blend_multiply; { _0_blend_multiply = float4(((1.0 - _in.src.w) * _in.dst.xyz + (1.0 - _in.dst.w) * _in.src.xyz) + _in.src.xyz * _in.dst.xyz, _in.src.w + (1.0 - _in.src.w) * _in.dst.w); } _out->sk_FragColor = _0_blend_multiply; return *_out; }