SPIRV-Cross/reference/shaders-msl/frag/mix.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_in
{
float vIn3 [[user(locn3)]];
float vIn2 [[user(locn2)]];
float4 vIn1 [[user(locn1)]];
float4 vIn0 [[user(locn0)]];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
bool4 l = bool4(false, true, false, false);
out.FragColor = float4(l.x ? in.vIn1.x : in.vIn0.x, l.y ? in.vIn1.y : in.vIn0.y, l.z ? in.vIn1.z : in.vIn0.z, l.w ? in.vIn1.w : in.vIn0.w);
bool f = true;
out.FragColor = float4(f ? in.vIn3 : in.vIn2);
bool4 _37 = bool4(f);
out.FragColor = float4(_37.x ? in.vIn0.x : in.vIn1.x, _37.y ? in.vIn0.y : in.vIn1.y, _37.z ? in.vIn0.z : in.vIn1.z, _37.w ? in.vIn0.w : in.vIn1.w);
out.FragColor = float4(f ? in.vIn2 : in.vIn3);
return out;
}