#include #include using namespace metal; struct Uniforms { float4x4 colorXform; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; struct Globals { texture2d s; sampler sSmplr; }; thread bool operator==(const float4x4 left, const float4x4 right) { return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]) && all(left[3] == right[3]); } thread bool operator!=(const float4x4 left, const float4x4 right) { return !(left == right); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d s[[texture(0)]], sampler sSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Globals _globals{s, sSmplr}; (void)_globals; Outputs _out; (void)_out; float4 tmpColor; _out.sk_FragColor = (tmpColor = _globals.s.sample(_globals.sSmplr, float2(1.0)) , _uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor); return _out; }