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_dodge_component_Qhh2h2(vec2 s, vec2 d); 9float guarded_divide_Qhhh(float n, float d) { 10 return n / (d + sk_PrivkGuardedDivideEpsilon); 11} 12float color_dodge_component_Qhh2h2(vec2 s, vec2 d) { 13 float dxScale = float(d.x == 0.0 ? 0 : 1); 14 float delta = dxScale * min(d.y, abs(s.y - s.x) >= sk_PrivkMinNormalHalf ? guarded_divide_Qhhh(d.x * s.y, s.y - s.x) : d.y); 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_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); 19} 20