#include #include using namespace metal; struct Uniforms { float4 testInputs; float4 colorGreen; float4 colorRed; }; 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; int4 expectedA = int4(-100, 0, 75, 100); int4 intValues = int4(_uniforms.testInputs * 100.0); int4 clampLow = int4(-100, -200, -200, 100); int4 expectedB = int4(-100, 0, 50, 225); int4 clampHigh = int4(100, 200, 50, 300); _out.sk_FragColor = ((((((clamp(intValues.x, -100, 100) == expectedA.x && all(clamp(intValues.xy, -100, 100) == expectedA.xy)) && all(clamp(intValues.xyz, -100, 100) == expectedA.xyz)) && all(clamp(intValues, -100, 100) == expectedA)) && clamp(intValues.x, clampLow.x, clampHigh.x) == expectedB.x) && all(clamp(intValues.xy, clampLow.xy, clampHigh.xy) == expectedB.xy)) && all(clamp(intValues.xyz, clampLow.xyz, clampHigh.xyz) == expectedB.xyz)) && all(clamp(intValues, clampLow, clampHigh) == expectedB) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }