#include #include using namespace metal; struct Uniforms { float testInput; float2x2 testMatrix2x2; half4 colorGreen; half4 colorRed; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; float4 float4_from_float2x2(float2x2 x) { return float4(x[0].xy, x[1].xy); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float4 inputVal = float4_from_float2x2(_uniforms.testMatrix2x2) * float4(1.0, 1.0, -1.0, -1.0); const int4 expectedB = int4(1065353216, 1073741824, -1069547520, -1065353216); _out.sk_FragColor = ((as_type(inputVal.x) == 1065353216 && all(as_type(inputVal.xy) == int2(1065353216, 1073741824))) && all(as_type(inputVal.xyz) == int3(1065353216, 1073741824, -1069547520))) && all(as_type(inputVal) == expectedB) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }