#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; _out->sk_FragColor.x = 34.0; _out->sk_FragColor.x = 30.0; _out->sk_FragColor.x = 64.0; _out->sk_FragColor.x = 16.0; _out->sk_FragColor.x = 19.0; _out->sk_FragColor.x = 1.0; _out->sk_FragColor.x = -2.0; _out->sk_FragColor.x = 3.0; _out->sk_FragColor.x = -4.0; _out->sk_FragColor.x = 5.0; _out->sk_FragColor.x = -6.0; _out->sk_FragColor.x = 7.0; _out->sk_FragColor.x = -8.0; _out->sk_FragColor.x = 9.0; _out->sk_FragColor.x = -10.0; _out->sk_FragColor.x = 11.0; _out->sk_FragColor.x = -12.0; _out->sk_FragColor.x = sqrt(1.0); _out->sk_FragColor.x = sqrt(2.0); _out->sk_FragColor.x = sqrt(3.0); _out->sk_FragColor.x = 0.0; _out->sk_FragColor.x = sqrt(5.0); _out->sk_FragColor.x = sqrt(6.0); _out->sk_FragColor.x = 0.0; _out->sk_FragColor.x = sqrt(8.0); _out->sk_FragColor.x = 0.0; _out->sk_FragColor.x = _out->sk_FragColor.x + 1.0; _out->sk_FragColor.x = _out->sk_FragColor.x - 1.0; _out->sk_FragColor.x = _out->sk_FragColor.x * 2.0; _out->sk_FragColor.x = _out->sk_FragColor.x / 2.0; return *_out; }