1 2const float sk_PrivkGuardedDivideEpsilon = false ? 1e-08 : 0.0; 3const float sk_PrivkMinNormalHalf = 6.10351562e-05; 4out vec4 sk_FragColor; 5uniform vec4 src; 6uniform vec4 dst; 7float guarded_divide_Qhhh(float n, float d); 8float color_burn_component_Qhh2h2(vec2 s, vec2 d); 9float guarded_divide_Qhhh(float n, float d) { 10 return n / (d + sk_PrivkGuardedDivideEpsilon); 11} 12float color_burn_component_Qhh2h2(vec2 s, vec2 d) { 13 float dyTerm = d.y == d.x ? d.y : 0.0; 14 float delta = abs(s.x) >= sk_PrivkMinNormalHalf ? d.y - min(d.y, guarded_divide_Qhhh((d.y - d.x) * s.y, s.x)) : dyTerm; 15 return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y); 16} 17void main() { 18 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); 19} 20