#include #include using namespace metal; struct Uniforms { float4 colorRed; float4 colorGreen; float4 colorWhite; float4 colorBlack; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; void setToColorBlack_vh4(Uniforms _uniforms, thread float4& x); void _skOutParamHelper0_setToColorBlack_vh4(Uniforms _uniforms, thread float4& d) { float4 _var0; setToColorBlack_vh4(_uniforms, _var0); d = _var0; } void setToColorBlack_vh4(Uniforms _uniforms, thread float4& x) { x = _uniforms.colorBlack; } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float4 a; float4 b; float4 c; float4 d; (b = _uniforms.colorRed , c = _uniforms.colorGreen); a = ( _skOutParamHelper0_setToColorBlack_vh4(_uniforms, d) , _uniforms.colorWhite); a *= a; b *= b; c *= c; d *= d; _out.sk_FragColor = ((all(a == _uniforms.colorWhite) && all(b == _uniforms.colorRed)) && all(c == _uniforms.colorGreen)) && all(d == _uniforms.colorBlack) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }