| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Uniforms { |
| float4 colorGreen; |
| float4 colorRed; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| float4 sk_FragColor [[color(0)]]; |
| }; |
| float2x2 float2x2_from_float3x3(float3x3 x0) { |
| return float2x2(float2(x0[0].xy), float2(x0[1].xy)); |
| } |
| float2x2 float2x2_from_float4x4(float4x4 x0) { |
| return float2x2(float2(x0[0].xy), float2(x0[1].xy)); |
| } |
| float3x3 float3x3_from_float4x4(float4x4 x0) { |
| return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(x0[2].xyz)); |
| } |
| float3x3 float3x3_from_float2x2(float2x2 x0) { |
| return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0)); |
| } |
| float4x4 float4x4_from_float3x3(float3x3 x0) { |
| return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(0.0, 0.0, 0.0, 1.0)); |
| } |
| |
| |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| float result = 0.0; |
| float2x2 a = float2x2_from_float3x3(float3x3(1.0)); |
| result += a[0].x; |
| float2x2 b = float2x2_from_float4x4(float4x4(1.0)); |
| result += b[0].x; |
| float3x3 c = float3x3_from_float4x4(float4x4(1.0)); |
| result += c[0].x; |
| float3x3 d = float3x3_from_float2x2(float2x2(1.0)); |
| result += d[0].x; |
| float4x4 e = float4x4_from_float3x3(float3x3_from_float2x2(float2x2(1.0))); |
| result += e[0].x; |
| float2x2 f = float2x2_from_float3x3(float3x3_from_float4x4(float4x4(1.0))); |
| result += f[0].x; |
| _out.sk_FragColor = result == 6.0 ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |