#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; float4 x; x.w = 0.0; x.yx = float2(0.0); int ai[1]; ai[0] = 0; int4 ai4[1]; ai4[0] = int4(1, 2, 3, 4); float2x4 ah2x4[1]; ah2x4[0] = float2x4(float4(1.0, 2.0, 3.0, 4.0), float4(5.0, 6.0, 7.0, 8.0)); ai[0] = 0; ai[ai[0]] = 0; float4 af4[1]; af4[0].x = 0.0; af4[0].ywxz = float4(1.0); struct S { float f; float af[5]; float4 h4; float4 ah4[5]; } s; s.f = 0.0; s.af[1] = 0.0; s.h4.zxy = float3(9.0); s.ah4[2].yw = float2(5.0); s.f = 1.0; s.af[0] = 2.0; s.h4 = float4(1.0); s.ah4[0] = float4(2.0); _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(int4(1, 2, 3, 4)); _out->sk_FragColor = float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0))[0].xxyz; _out->sk_FragColor = x; _out->sk_FragColor = float4(float(ai[0])); _out->sk_FragColor = float4(ai4[0]); _out->sk_FragColor = ah2x4[0][0]; _out->sk_FragColor = af4[0]; _out->sk_FragColor = float4(0.0); _out->sk_FragColor = float4(s.f); _out->sk_FragColor = float4(s.af[1]); _out->sk_FragColor = s.h4; _out->sk_FragColor = s.ah4[0]; return *_out; }