2021-10-14 00:01:15 +00:00
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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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struct Uniforms {
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2021-10-30 02:34:51 +00:00
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half4 colorGreen;
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half4 colorRed;
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2021-10-14 00:01:15 +00:00
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float2x2 testMatrix2x2;
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};
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struct Inputs {
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};
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struct Outputs {
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2021-10-30 02:34:51 +00:00
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half4 sk_FragColor [[color(0)]];
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2021-10-14 00:01:15 +00:00
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};
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thread bool operator==(const float2x3 left, const float2x3 right);
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thread bool operator!=(const float2x3 left, const float2x3 right);
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thread bool operator==(const float2x4 left, const float2x4 right);
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thread bool operator!=(const float2x4 left, const float2x4 right);
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thread bool operator==(const float3x3 left, const float3x3 right);
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thread bool operator!=(const float3x3 left, const float3x3 right);
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thread bool operator==(const float4x2 left, const float4x2 right);
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thread bool operator!=(const float4x2 left, const float4x2 right);
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thread bool operator==(const float4x3 left, const float4x3 right);
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thread bool operator!=(const float4x3 left, const float4x3 right);
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float4 float4_from_float2x2(float2x2 x) {
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return float4(x[0].xy, x[1].xy);
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}
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thread bool operator==(const float2x3 left, const float2x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const float2x3 left, const float2x3 right) {
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return !(left == right);
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}
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float2x3 float2x3_from_float4_float2(float4 x0, float2 x1) {
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return float2x3(float3(x0.xyz), float3(x0.w, x1.xy));
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}
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thread bool operator==(const float2x4 left, const float2x4 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const float2x4 left, const float2x4 right) {
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return !(left == right);
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}
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float2x4 float2x4_from_float3_float4_float(float3 x0, float4 x1, float x2) {
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return float2x4(float4(x0.xyz, x1.x), float4(x1.yzw, x2));
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}
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thread bool operator==(const float3x3 left, const float3x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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}
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thread bool operator!=(const float3x3 left, const float3x3 right) {
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return !(left == right);
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}
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float3x3 float3x3_from_float2_float2_float4_float(float2 x0, float2 x1, float4 x2, float x3) {
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return float3x3(float3(x0.xy, x1.x), float3(x1.y, x2.xy), float3(x2.zw, x3));
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}
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thread bool operator==(const float4x2 left, const float4x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x2 left, const float4x2 right) {
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return !(left == right);
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}
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float4x2 float4x2_from_float3_float4_float(float3 x0, float4 x1, float x2) {
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return float4x2(float2(x0.xy), float2(x0.z, x1.x), float2(x1.yz), float2(x1.w, x2));
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}
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thread bool operator==(const float4x3 left, const float4x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x3 left, const float4x3 right) {
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return !(left == right);
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}
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float4x3 float4x3_from_float_float4_float4_float3(float x0, float4 x1, float4 x2, float3 x3) {
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return float4x3(float3(x0, x1.xy), float3(x1.zw, x2.x), float3(x2.yzw), float3(x3.xyz));
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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float4 f4 = float4_from_float2x2(_uniforms.testMatrix2x2);
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bool ok = float2x3_from_float4_float2(f4, f4.xy) == float2x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0));
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ok = ok && float2x4_from_float3_float4_float(f4.xyz, f4.wxyz, f4.w) == float2x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
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ok = ok && float3x3_from_float2_float2_float4_float(f4.xy, f4.zw, f4, f4.x) == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0));
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ok = ok && float4x2_from_float3_float4_float(f4.xyz, f4.wxyz, f4.w) == float4x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(1.0, 2.0), float2(3.0, 4.0));
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ok = ok && float4x3_from_float_float4_float4_float3(f4.x, f4.yzwx, f4.yzwx, f4.yzw) == float4x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0), float3(2.0, 3.0, 4.0));
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_out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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