#include #include using namespace metal; struct Inputs { float4 src; float4 dst; }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float _blend_overlay_component(float2 s, float2 d) { return 2.0 * d.x <= d.y ? (2.0 * s.x) * d.x : s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float4 _1_result = float4(_blend_overlay_component(_in.src.xw, _in.dst.xw), _blend_overlay_component(_in.src.yw, _in.dst.yw), _blend_overlay_component(_in.src.zw, _in.dst.zw), _in.src.w + (1.0 - _in.src.w) * _in.dst.w); _1_result.xyz = _1_result.xyz + _in.dst.xyz * (1.0 - _in.src.w) + _in.src.xyz * (1.0 - _in.dst.w); _out.sk_FragColor = _1_result; return _out; }