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1
2const float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0;
3out vec4 sk_FragColor;
4uniform vec4 src;
5uniform vec4 dst;
6float color_dodge_component_Qhh2h2(vec2 s, vec2 d);
7float color_dodge_component_Qhh2h2(vec2 s, vec2 d) {
8    if (d.x == 0.0) {
9        return s.x * (1.0 - d.y);
10    } else {
11        float delta = s.y - s.x;
12        if (delta == 0.0) {
13            return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
14        } else {
15            delta = min(d.y, (d.x * s.y) / (delta + sk_PrivkGuardedDivideEpsilon));
16            return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
17        }
18    }
19}
20void main() {
21    sk_FragColor = vec4(color_dodge_component_Qhh2h2(src.xw, dst.xw), color_dodge_component_Qhh2h2(src.yw, dst.yw), color_dodge_component_Qhh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
22}
23