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1
2const float sk_PrivkGuardedDivideEpsilon = true ? 1e-08 : 0.0;
3out vec4 sk_FragColor;
4in vec4 src;
5in vec4 dst;
6float color_burn_component_Qhh2h2(vec2 s, vec2 d);
7float color_dodge_component_Qhh2h2(vec2 s, vec2 d);
8float soft_light_component_Qhh2h2(vec2 s, vec2 d);
9float color_burn_component_Qhh2h2(vec2 s, vec2 d) {
10    if (d.y == d.x) {
11        return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
12    } else if (s.x == 0.0) {
13        return d.x * (1.0 - s.y);
14    } else {
15        float delta = max(0.0, d.y - ((d.y - d.x) * s.y) / (s.x + sk_PrivkGuardedDivideEpsilon));
16        return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
17    }
18}
19float color_dodge_component_Qhh2h2(vec2 s, vec2 d) {
20    if (d.x == 0.0) {
21        return s.x * (1.0 - d.y);
22    } else {
23        float delta = s.y - s.x;
24        if (delta == 0.0) {
25            return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
26        } else {
27            delta = min(d.y, (d.x * s.y) / (delta + sk_PrivkGuardedDivideEpsilon));
28            return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
29        }
30    }
31}
32float soft_light_component_Qhh2h2(vec2 s, vec2 d) {
33    if (2.0 * s.x <= s.y) {
34        return (((d.x * d.x) * (s.y - 2.0 * s.x)) / (d.y + sk_PrivkGuardedDivideEpsilon) + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0);
35    } else if (4.0 * d.x <= d.y) {
36        float DSqd = d.x * d.x;
37        float DCub = DSqd * d.x;
38        float DaSqd = d.y * d.y;
39        float DaCub = DaSqd * d.y;
40        return (((DaSqd * (s.x - d.x * ((3.0 * s.y - 6.0 * s.x) - 1.0)) + ((12.0 * d.y) * DSqd) * (s.y - 2.0 * s.x)) - (16.0 * DCub) * (s.y - 2.0 * s.x)) - DaCub * s.x) / (DaSqd + sk_PrivkGuardedDivideEpsilon);
41    } else {
42        return ((d.x * ((s.y - 2.0 * s.x) + 1.0) + s.x) - sqrt(d.y * d.x) * (s.y - 2.0 * s.x)) - d.y * s.x;
43    }
44}
45void main() {
46    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);
47    sk_FragColor = vec4(color_burn_component_Qhh2h2(src.xw, dst.xw), color_burn_component_Qhh2h2(src.yw, dst.yw), color_burn_component_Qhh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
48    sk_FragColor = dst.w == 0.0 ? src : vec4(soft_light_component_Qhh2h2(src.xw, dst.xw), soft_light_component_Qhh2h2(src.yw, dst.yw), soft_light_component_Qhh2h2(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
49}
50