shadow$provide.module$node_modules$pixi_DOT_js$lib$advanced_blend_modes$SoftLightBlend = function(global, require, module, exports) {
  global = require("module$node_modules$pixi_DOT_js$lib$extensions$Extensions");
  require = require("module$node_modules$pixi_DOT_js$lib$filters$blend_modes$BlendModeFilter");
  "use strict";
  class SoftLightBlend extends require.BlendModeFilter {
    constructor() {
      super({gl:{functions:"\n                float softLight(float base, float blend)\n                {\n                    return (blend \x3c 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));\n                }\n\n                vec3 blendSoftLight(vec3 base, vec3 blend, float opacity)\n                {\n                    vec3 blended \x3d vec3(\n                        softLight(base.r, blend.r),\n                        softLight(base.g, blend.g),\n                        softLight(base.b, blend.b)\n                    );\n\n                    return (blended * opacity + base * (1.0 - opacity));\n                }\n                ", 
      main:"\n                finalColor \x3d vec4(blendSoftLight(back.rgb, front.rgb, front.a), blendedAlpha) * uBlend;\n                "}, gpu:{functions:"\n                fn softLight(base: f32, blend: f32) -\x3e f32\n                {\n                    return select(2.0 * base * blend + base * base * (1.0 - 2.0 * blend), sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend), blend \x3c 0.5);\n                }\n\n                fn blendSoftLight(base:vec3\x3cf32\x3e,  blend:vec3\x3cf32\x3e,  opacity:f32) -\x3e vec3\x3cf32\x3e\n                {\n                    let blended: vec3\x3cf32\x3e \x3d vec3\x3cf32\x3e(\n                        softLight(base.r, blend.r),\n                        softLight(base.g, blend.g),\n                        softLight(base.b, blend.b)\n                    );\n\n                    return (blended * opacity + base * (1.0 - opacity));\n                }\n                ", 
      main:"\n                out \x3d vec4\x3cf32\x3e(blendSoftLight(back.rgb, front.rgb, front.a), blendedAlpha) * blendUniforms.uBlend;\n                "}});
    }
  }
  SoftLightBlend.extension = {name:"soft-light", type:global.ExtensionType.BlendMode};
  exports.SoftLightBlend = SoftLightBlend;
};

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