#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; thread float2x2& operator*=(thread float2x2& left, thread const float2x2& right) { left = left * right; return left; } float2x2 float2x2_from_float4(float4 x0) { return float2x2(float2(x0[0], x0[1]), float2(x0[2], x0[3])); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float3x4 z = float2x4(1.0) * float3x2(float2(1.0, 0.0), float2(0.0, 1.0), float2(2.0, 2.0)); float3 v1 = float3x3(1.0) * float3(2.0); float3 v2 = float3(2.0) * float3x3(1.0); _out.sk_FragColor = float4(z[0].x, v1 + v2); float2x2 m3 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); m3 *= float2x2(1.0); float2x2 m5 = float2x2(float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0].x); float2x2 m6 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); m6 += m5; float4x4 m11 = float4x4(2.0); m11 -= float4x4(1.0); _out.sk_FragColor = float4((((((((((float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0].x + float2x2_from_float4(float4(0.0))[0].x) + m3[0].x) + float2x2(1.0)[0].x) + m5[0].x) + m6[0].x) + float2x2(float2(5.0, 6.0), float2(7.0, 8.0))[0].x) + float3x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(5.0, 6.0))[0].x) + float3x3(1.0)[0].x) + float4x4(1.0)[0].x) + m11[0].x); return _out; }