#include #include using namespace metal; struct Uniforms { float testInput; float2x2 testMatrix2x2; float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 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); uint4 expectedB = uint4(1065353216u, 1073741824u, 3225419776u, 3229614080u); _out.sk_FragColor = ((inputVal.x == as_type(expectedB.x) && all(inputVal.xy == as_type(expectedB.xy))) && all(inputVal.xyz == as_type(expectedB.xyz))) && all(inputVal == as_type(expectedB)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }