blob: 808683a92086af9d048453860851f74fcd7fe0ad [file] [log] [blame]
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;
}