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 _soft_light_component_hh2h2(half2 s, half2 d) { 14 if (2.0h * s.x <= s.y) { 15 return (((d.x * d.x) * (s.y - 2.0h * s.x)) / d.y + (1.0h - d.y) * s.x) + d.x * ((-s.y + 2.0h * s.x) + 1.0h); 16 } else if (4.0h * d.x <= d.y) { 17 half DSqd = d.x * d.x; 18 half DCub = DSqd * d.x; 19 half DaSqd = d.y * d.y; 20 half DaCub = DaSqd * d.y; 21 return (((DaSqd * (s.x - d.x * ((3.0h * s.y - 6.0h * s.x) - 1.0h)) + ((12.0h * d.y) * DSqd) * (s.y - 2.0h * s.x)) - (16.0h * DCub) * (s.y - 2.0h * s.x)) - DaCub * s.x) / DaSqd; 22 } else { 23 return ((d.x * ((s.y - 2.0h * s.x) + 1.0h) + s.x) - sqrt(d.y * d.x) * (s.y - 2.0h * s.x)) - d.y * s.x; 24 } 25} 26fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 27 Outputs _out; 28 (void)_out; 29 _out.sk_FragColor = _uniforms.dst.w == 0.0h ? _uniforms.src : half4(_soft_light_component_hh2h2(_uniforms.src.xw, _uniforms.dst.xw), _soft_light_component_hh2h2(_uniforms.src.yw, _uniforms.dst.yw), _soft_light_component_hh2h2(_uniforms.src.zw, _uniforms.dst.zw), _uniforms.src.w + (1.0h - _uniforms.src.w) * _uniforms.dst.w); 30 return _out; 31} 32