#pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wmissing-braces" #include #include using namespace metal; template struct spvUnsafeArray { T elements[Num ? Num : 1]; thread T& operator [] (size_t pos) thread { return elements[pos]; } constexpr const thread T& operator [] (size_t pos) const thread { return elements[pos]; } device T& operator [] (size_t pos) device { return elements[pos]; } constexpr const device T& operator [] (size_t pos) const device { return elements[pos]; } constexpr const constant T& operator [] (size_t pos) const constant { return elements[pos]; } threadgroup T& operator [] (size_t pos) threadgroup { return elements[pos]; } constexpr const threadgroup T& operator [] (size_t pos) const threadgroup { return elements[pos]; } }; // Implementation of the GLSL mod() function, which is slightly different than Metal fmod() template inline Tx mod(Tx x, Ty y) { return x - y * floor(x / y); } struct main0_out { float4 FragColor_0 [[color(0)]]; float4 FragColor_1 [[color(1)]]; float4 FragColor_2 [[color(2)]]; float4 FragColor_3 [[color(3)]]; }; struct main0_in { float4 vA [[user(locn0)]]; float4 vB [[user(locn1)]]; }; fragment main0_out main0(main0_in in [[stage_in]]) { main0_out out = {}; spvUnsafeArray FragColor = {}; FragColor[0] = mod(in.vA, in.vB); FragColor[1] = in.vA + in.vB; FragColor[2] = in.vA - in.vB; FragColor[3] = in.vA * in.vB; out.FragColor_0 = FragColor[0]; out.FragColor_1 = FragColor[1]; out.FragColor_2 = FragColor[2]; out.FragColor_3 = FragColor[3]; return out; }