#import "GPUImageHardLightBlendFilter.h"
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#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
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NSString *const kGPUImageHardLightBlendFragmentShaderString = SHADER_STRING
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(
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varying highp vec2 textureCoordinate;
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varying highp vec2 textureCoordinate2;
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uniform sampler2D inputImageTexture;
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uniform sampler2D inputImageTexture2;
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const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
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void main()
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{
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mediump vec4 base = texture2D(inputImageTexture, textureCoordinate);
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mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
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highp float ra;
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if (2.0 * overlay.r < overlay.a) {
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ra = 2.0 * overlay.r * base.r + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);
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} else {
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ra = overlay.a * base.a - 2.0 * (base.a - base.r) * (overlay.a - overlay.r) + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);
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}
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highp float ga;
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if (2.0 * overlay.g < overlay.a) {
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ga = 2.0 * overlay.g * base.g + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);
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} else {
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ga = overlay.a * base.a - 2.0 * (base.a - base.g) * (overlay.a - overlay.g) + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);
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}
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highp float ba;
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if (2.0 * overlay.b < overlay.a) {
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ba = 2.0 * overlay.b * base.b + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);
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} else {
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ba = overlay.a * base.a - 2.0 * (base.a - base.b) * (overlay.a - overlay.b) + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);
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}
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gl_FragColor = vec4(ra, ga, ba, 1.0);
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}
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);
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#else
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NSString *const kGPUImageHardLightBlendFragmentShaderString = SHADER_STRING
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(
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varying vec2 textureCoordinate;
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varying vec2 textureCoordinate2;
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uniform sampler2D inputImageTexture;
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uniform sampler2D inputImageTexture2;
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const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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void main()
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{
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vec4 base = texture2D(inputImageTexture, textureCoordinate);
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vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
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float ra;
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if (2.0 * overlay.r < overlay.a) {
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ra = 2.0 * overlay.r * base.r + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);
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} else {
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ra = overlay.a * base.a - 2.0 * (base.a - base.r) * (overlay.a - overlay.r) + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);
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}
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float ga;
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if (2.0 * overlay.g < overlay.a) {
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ga = 2.0 * overlay.g * base.g + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);
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} else {
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ga = overlay.a * base.a - 2.0 * (base.a - base.g) * (overlay.a - overlay.g) + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);
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}
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float ba;
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if (2.0 * overlay.b < overlay.a) {
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ba = 2.0 * overlay.b * base.b + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);
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} else {
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ba = overlay.a * base.a - 2.0 * (base.a - base.b) * (overlay.a - overlay.b) + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);
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}
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gl_FragColor = vec4(ra, ga, ba, 1.0);
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}
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);
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#endif
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@implementation GPUImageHardLightBlendFilter
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- (id)init;
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{
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if (!(self = [super initWithFragmentShaderFromString:kGPUImageHardLightBlendFragmentShaderString]))
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{
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return nil;
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}
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return self;
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}
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@end
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