#include #include using namespace metal; struct Uniforms { float testInput; float2x2 testMatrix2x2; float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float4 float4_from_float2x2(float2x2 x) { return float4(x[0].xy, x[1].xy); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float4 input = float4_from_float2x2(_uniforms.testMatrix2x2) * float4(1.0, 1.0, -1.0, -1.0); const uint4 expectedB = uint4(1065353216u, 1073741824u, 3225419776u, 3229614080u); _out.sk_FragColor = ((as_type(input.x) == 1065353216u && all(as_type(input.xy) == uint2(1065353216u, 1073741824u))) && all(as_type(input.xyz) == uint3(1065353216u, 1073741824u, 3225419776u))) && all(as_type(input) == expectedB) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }