#include #include using namespace metal; struct Uniforms { float unknownInput; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; bool b = true; short s = short(_uniforms.unknownInput); int i = int(_uniforms.unknownInput); ushort us = ushort(_uniforms.unknownInput); uint ui = uint(_uniforms.unknownInput); float h = _uniforms.unknownInput; float f = _uniforms.unknownInput; short s2s = s; short i2s = short(i); short us2s = short(us); short ui2s = short(ui); short h2s = short(h); short f2s = short(f); short b2s = short(b); int s2i = int(s); int i2i = i; int us2i = int(us); int ui2i = int(ui); int h2i = int(h); int f2i = int(f); int b2i = int(b); ushort s2us = ushort(s); ushort i2us = ushort(i); ushort us2us = us; ushort ui2us = ushort(ui); ushort h2us = ushort(h); ushort f2us = ushort(f); ushort b2us = ushort(b); uint s2ui = uint(s); uint i2ui = uint(i); uint us2ui = uint(us); uint ui2ui = ui; uint h2ui = uint(h); uint f2ui = uint(f); uint b2ui = uint(b); float s2f = float(s); float i2f = float(i); float us2f = float(us); float ui2f = float(ui); float h2f = h; float f2f = f; float b2f = float(b); _out.sk_FragColor.x = (((((((((((((((((((((float(s) + float(i)) + float(us)) + float(ui)) + h) + f) + float(s2s)) + float(i2s)) + float(us2s)) + float(ui2s)) + float(h2s)) + float(f2s)) + float(b2s)) + float(s2i)) + float(i2i)) + float(us2i)) + float(ui2i)) + float(h2i)) + float(f2i)) + float(b2i)) + float(s2us)) + float(i2us)) + float(us2us); _out.sk_FragColor.x = _out.sk_FragColor.x + ((((((((((((((((float(ui2us) + float(h2us)) + float(f2us)) + float(b2us)) + float(s2ui)) + float(i2ui)) + float(us2ui)) + float(ui2ui)) + float(h2ui)) + float(f2ui)) + float(b2ui)) + s2f) + i2f) + us2f) + ui2f) + h2f) + f2f) + b2f; return _out; }