60 lines
1.4 KiB
GLSL
60 lines
1.4 KiB
GLSL
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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constant float a_tmp [[function_constant(1)]];
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constant float a = is_function_constant_defined(a_tmp) ? a_tmp : 1.0;
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constant float b_tmp [[function_constant(2)]];
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constant float b = is_function_constant_defined(b_tmp) ? b_tmp : 2.0;
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float2 c [[user(locn2)]];
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float2 d [[user(locn3)]];
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float3 e [[user(locn4)]];
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float3 f [[user(locn5)]];
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float4 g [[user(locn6)]];
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float4 h [[user(locn7)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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float t0 = a;
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float t1 = b;
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bool c1 = a == b;
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c1 = a != b;
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bool c2 = a != b;
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bool c3 = a < b;
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bool c4 = a > b;
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bool c5 = a <= b;
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bool c6 = a >= b;
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bool2 c7 = in.c == in.d;
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bool2 c8 = in.c != in.d;
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bool2 c9 = in.c < in.d;
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bool2 c10 = in.c > in.d;
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bool2 c11 = in.c <= in.d;
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bool2 c12 = in.c >= in.d;
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bool3 c13 = in.e == in.f;
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bool3 c14 = in.e != in.f;
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bool3 c15 = in.e < in.f;
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bool3 c16 = in.e > in.f;
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bool3 c17 = in.e <= in.f;
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bool3 c18 = in.e >= in.f;
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bool4 c19 = in.g == in.h;
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bool4 c20 = in.g != in.h;
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bool4 c21 = in.g < in.h;
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bool4 c22 = in.g > in.h;
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bool4 c23 = in.g <= in.h;
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bool4 c24 = in.g >= in.h;
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out.FragColor = float4(t0 + t1);
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return out;
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}
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