#include #include using namespace metal; struct Uniforms { float4 src; float4 dst; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float _blend_overlay_component_hh2h2(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]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float4 _0_result = float4(_blend_overlay_component_hh2h2(_uniforms.dst.xw, _uniforms.src.xw), _blend_overlay_component_hh2h2(_uniforms.dst.yw, _uniforms.src.yw), _blend_overlay_component_hh2h2(_uniforms.dst.zw, _uniforms.src.zw), _uniforms.dst.w + (1.0 - _uniforms.dst.w) * _uniforms.src.w); _0_result.xyz = _0_result.xyz + _uniforms.src.xyz * (1.0 - _uniforms.dst.w) + _uniforms.dst.xyz * (1.0 - _uniforms.src.w); _out.sk_FragColor = _0_result; return _out; }