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// Nominally res.C = bot.C * top.C
// This works find for the color components, especially if the pixels
// are opaque, but when the alpha is less than opaque then the result
// gets a little more complicated.
// First, note that we calculate the above with premultiplied components
// such that the effective equation is really:
//     res.C = bot.C * bot.a * top.C * top.a
// Next, note that as alpha goes to zero, the operation should approach
// a non-operation (NOP).  Unfortunately, the effect of smaller alphas
// on this equation is to drive it towards zero.  Thus, as alpha goes
// to zero, the result goes towards black, rather than going towards
// the other operand.
// To adjust for lowering alphas, we simply add back in the "unaffected"
// portions of the other operands, as in:
//    res.C = product + unaltered_top + unaltered_bottom
//    res.C = bot.C*top.C + top.C*(1-bot.a) + bot.C*(1-top.a)
// A: res.C = top.C * (bot.C + 1 - bot.a) + bot.C * (1 - top.a)
// Note that for alphas we want:
//    res.a = bot.a + top.a - bot.a * top.a
// If we simply perform the above equation (A) on alpha as well, we get:
//    res.a = top.a * (bot.a + 1 - bot.a) + bot.a * (1 - top.a)
//    res.a = top.a * (1) + bot.a - bot.a * top.a
//    res.a = bot.a + top.a - bot.a * top.a
// This means we can apply equation (A) on all components for simplicity.
float4 blend_multiply(float4 bot, float4 top)
{
    return bot * (top + 1.0 - top.a) + top * (1.0 - bot.a);
}




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