| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| src: vec4<f32>, |
| dst: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn blend_overlay_component_Qhh2h2(_skParam0: vec2<f32>, _skParam1: vec2<f32>) -> f32 { |
| let s = _skParam0; |
| let d = _skParam1; |
| { |
| return select(s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x), (2.0 * s.x) * d.x, (2.0 * d.x) <= d.y); |
| } |
| } |
| fn blend_overlay_h4h4h4(_skParam0: vec4<f32>, _skParam1: vec4<f32>) -> vec4<f32> { |
| let src = _skParam0; |
| let dst = _skParam1; |
| { |
| let _skTemp0 = blend_overlay_component_Qhh2h2(src.xw, dst.xw); |
| let _skTemp1 = blend_overlay_component_Qhh2h2(src.yw, dst.yw); |
| let _skTemp2 = blend_overlay_component_Qhh2h2(src.zw, dst.zw); |
| var result: vec4<f32> = vec4<f32>(_skTemp0, _skTemp1, _skTemp2, src.w + (1.0 - src.w) * dst.w); |
| result = vec4<f32>((result.xyz + (dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w))), result.w).xyzw; |
| return result; |
| } |
| } |
| fn main(_stageOut: ptr<function, FSOut>) { |
| { |
| let _skTemp3 = blend_overlay_h4h4h4(_globalUniforms.dst, _globalUniforms.src); |
| (*_stageOut).sk_FragColor = _skTemp3; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| main(&_stageOut); |
| return _stageOut; |
| } |