#version 400 out vec4 sk_FragColor; uniform vec4 src; uniform vec4 dst; float _color_dodge_component_hh2h2(vec2 s, vec2 d) { if (d.x == 0.0) { return s.x * (1.0 - d.y); } else { float delta = s.y - s.x; if (delta == 0.0) { return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); } else { delta = min(d.y, (d.x * s.y) / delta); return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); } } } void main() { sk_FragColor = vec4(_color_dodge_component_hh2h2(src.xw, dst.xw), _color_dodge_component_hh2h2(src.yw, dst.yw), _color_dodge_component_hh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w); }