1#include <metal_stdlib> 2#include <simd/simd.h> 3using namespace metal; 4struct Uniforms { 5 half4 src; 6 half4 dst; 7}; 8struct Inputs { 9}; 10struct Outputs { 11 half4 sk_FragColor [[color(0)]]; 12}; 13half _blend_overlay_component_hh2h2(half2 s, half2 d) { 14 return 2.0h * d.x <= d.y ? (2.0h * s.x) * d.x : s.y * d.y - (2.0h * (d.y - d.x)) * (s.y - s.x); 15} 16fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 17 Outputs _out; 18 (void)_out; 19 half4 _0_result = half4(_blend_overlay_component_hh2h2(_uniforms.src.xw, _uniforms.dst.xw), _blend_overlay_component_hh2h2(_uniforms.src.yw, _uniforms.dst.yw), _blend_overlay_component_hh2h2(_uniforms.src.zw, _uniforms.dst.zw), _uniforms.src.w + (1.0h - _uniforms.src.w) * _uniforms.dst.w); 20 _0_result.xyz = _0_result.xyz + _uniforms.dst.xyz * (1.0h - _uniforms.src.w) + _uniforms.src.xyz * (1.0h - _uniforms.dst.w); 21 _out.sk_FragColor = _0_result; 22 return _out; 23} 24