#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor.x = 0.5; _out->sk_FragColor = float4(6.0, 7.0, 9.0, 11.0); _out->sk_FragColor = float4(7.0, 9.0, 9.0, 9.0); _out->sk_FragColor = float4(2.0, 4.0, 6.0, 8.0); _out->sk_FragColor = float4(12.0, 6.0, 4.0, 3.0); _out->sk_FragColor.x = 6.0; _out->sk_FragColor.x = 1.0; _out->sk_FragColor.x = -2.0; _out->sk_FragColor.x = 3.0; _out->sk_FragColor.x = 4.0; _out->sk_FragColor.x = -5.0; _out->sk_FragColor.x = 6.0; _out->sk_FragColor.x = 7.0; _out->sk_FragColor.x = -8.0; _out->sk_FragColor.x = 9.0; _out->sk_FragColor.x = -10.0; _out->sk_FragColor = float4(sqrt(1.0)); _out->sk_FragColor = float4(sqrt(2.0)); _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(sqrt(6.0)); _out->sk_FragColor = float4(sqrt(7.0)); _out->sk_FragColor = float4(sqrt(8.0)); _out->sk_FragColor = float4(sqrt(9.0)); _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(sqrt(12.0)); _out->sk_FragColor = float4(sqrt(13.0)); _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(sqrt(16.0)); _out->sk_FragColor = float4(sqrt(17.0)); _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(sqrt(19.0)); _out->sk_FragColor = float4(sqrt(19.5)); _out->sk_FragColor = float4(sqrt(20.0)); _out->sk_FragColor = float4(sqrt(21.0)); _out->sk_FragColor = float4(sqrt(22.0)); _out->sk_FragColor = float4(sqrt(23.0)); _out->sk_FragColor = float4(sqrt(24.0)); _out->sk_FragColor += float4(1.0); _out->sk_FragColor -= float4(1.0); _out->sk_FragColor *= float4(2.0); _out->sk_FragColor /= float4(2.0); return *_out; }