// Automatically generated from files in pathfinder/shaders/. Do not edit! #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct spvDescriptorSetBuffer0 { texture2d uStencilTexture [[id(0)]]; sampler uStencilTextureSmplr [[id(1)]]; texture2d uPaintTexture [[id(2)]]; sampler uPaintTextureSmplr [[id(3)]]; constant float2* uFramebufferSize [[id(4)]]; texture2d uDest [[id(5)]]; sampler uDestSmplr [[id(6)]]; }; struct main0_out { float4 oFragColor [[color(0)]]; }; struct main0_in { float2 vColorTexCoord [[user(locn0)]]; float2 vMaskTexCoord [[user(locn1)]]; }; float4 sampleSrcColor(thread texture2d uStencilTexture, thread const sampler uStencilTextureSmplr, thread float2& vMaskTexCoord, thread texture2d uPaintTexture, thread const sampler uPaintTextureSmplr, thread float2& vColorTexCoord) { float coverage = uStencilTexture.sample(uStencilTextureSmplr, vMaskTexCoord).x; float4 srcRGBA = uPaintTexture.sample(uPaintTextureSmplr, vColorTexCoord); return float4(srcRGBA.xyz, srcRGBA.w * coverage); } float4 sampleDestColor(thread float4& gl_FragCoord, thread float2 uFramebufferSize, thread texture2d uDest, thread const sampler uDestSmplr) { float2 destTexCoord = gl_FragCoord.xy / uFramebufferSize; return uDest.sample(uDestSmplr, destTexCoord); } float3 select3(thread const bool3& cond, thread const float3& a, thread const float3& b) { float _118; if (cond.x) { _118 = a.x; } else { _118 = b.x; } float _130; if (cond.y) { _130 = a.y; } else { _130 = b.y; } float _142; if (cond.z) { _142 = a.z; } else { _142 = b.z; } return float3(_118, _130, _142); } float4 blendColors(thread const float4& destRGBA, thread const float4& srcRGBA, thread const float3& blendedRGB) { return float4(((srcRGBA.xyz * (srcRGBA.w * (1.0 - destRGBA.w))) + (blendedRGB * (srcRGBA.w * destRGBA.w))) + (destRGBA.xyz * ((1.0 - srcRGBA.w) * destRGBA.w)), 1.0); } fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], float4 gl_FragCoord [[position]]) { main0_out out = {}; float4 srcRGBA = sampleSrcColor(spvDescriptorSet0.uStencilTexture, spvDescriptorSet0.uStencilTextureSmplr, in.vMaskTexCoord, spvDescriptorSet0.uPaintTexture, spvDescriptorSet0.uPaintTextureSmplr, in.vColorTexCoord); float4 destRGBA = sampleDestColor(gl_FragCoord, (*spvDescriptorSet0.uFramebufferSize), spvDescriptorSet0.uDest, spvDescriptorSet0.uDestSmplr); float3 dest = destRGBA.xyz; float3 src = srcRGBA.xyz; bool3 destDark = dest <= float3(0.25); bool3 srcDark = src <= float3(0.5); bool3 param = destDark; float3 param_1 = (((dest * 16.0) - float3(12.0)) * dest) + float3(4.0); float3 param_2 = rsqrt(dest); float3 d = select3(param, param_1, param_2); bool3 param_3 = srcDark; float3 param_4 = float3(1.0) - dest; float3 param_5 = d - float3(1.0); float3 x = select3(param_3, param_4, param_5); float3 blended = dest * ((((src * 2.0) - float3(1.0)) * x) + float3(1.0)); float4 param_6 = destRGBA; float4 param_7 = srcRGBA; float3 param_8 = blended; out.oFragColor = blendColors(param_6, param_7, param_8); return out; }