#include #include using namespace metal; 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; }