
out vec4 sk_FragColor;
in vec4 src, dst;
float _color_dodge_component(vec2 s, vec2 d) {
    if (d.x == 0.0) {
        return s.x * (1.0 - d.y);
    } else {
        float delta = s.y - s.x;
        if (delta == 0.0) {
            return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
        } else {
            float _1_guarded_divide;
            float _2_n = d.x * s.y;
            {
                _1_guarded_divide = _2_n / delta;
            }
            delta = min(d.y, _1_guarded_divide);

            return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
        }
    }
}
void main() {
    vec4 _0_blend_color_dodge;
    {
        _0_blend_color_dodge = vec4(_color_dodge_component(src.xw, dst.xw), _color_dodge_component(src.yw, dst.yw), _color_dodge_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
    }

    sk_FragColor = _0_blend_color_dodge;

}
