| |
| out vec4 sk_FragColor; |
| float _soft_light_component(vec2 s, vec2 d) { |
| if (2.0 * s.x <= s.y) { |
| float _7_guarded_divide; |
| float _8_n = (d.x * d.x) * (s.y - 2.0 * s.x); |
| _7_guarded_divide = _8_n / d.y; |
| return (_7_guarded_divide + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0); |
| |
| } else if (4.0 * d.x <= d.y) { |
| float DSqd = d.x * d.x; |
| float DCub = DSqd * d.x; |
| float DaSqd = d.y * d.y; |
| float DaCub = DaSqd * d.y; |
| float _9_guarded_divide; |
| float _10_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; |
| _9_guarded_divide = _10_n / DaSqd; |
| return _9_guarded_divide; |
| |
| } else { |
| 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; |
| } |
| } |
| in vec4 src; |
| in vec4 dst; |
| void main() { |
| vec4 _0_blend_soft_light; |
| _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); |
| sk_FragColor = _0_blend_soft_light; |
| |
| } |