#include #include using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; half2 tricky_h2hhh2h(half x, half y, thread half2& color, half z); half2 _skOutParamHelper0_tricky_h2hhh2h(half _var0, half _var1, thread half4& color, half _var3) { half2 _var2 = color.xz; half2 _skResult = tricky_h2hhh2h(_var0, _var1, _var2, _var3); color.xz = _var2; return _skResult; } void func_vh4(thread half4& color); void _skOutParamHelper1_func_vh4(thread half4& result) { half4 _var0 = result; func_vh4(_var0); result = _var0; } half2 tricky_h2hhh2h(half x, half y, thread half2& color, half z) { color = color.yx; return half2(x + y, z); } void func_vh4(thread half4& color) { half2 t = _skOutParamHelper0_tricky_h2hhh2h(1.0h, 2.0h, color, 5.0h); color.yw = t; } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; half4 result = half4(0.0h, 1.0h, 2.0h, 3.0h); _skOutParamHelper1_func_vh4(result); _out.sk_FragColor = all(result == half4(2.0h, 3.0h, 0.0h, 5.0h)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }