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