#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float2x2 float2x2_from_float3x3(float3x3 x0) { return float2x2(float2(x0[0].xy), float2(x0[1].xy)); } float2x2 float2x2_from_float4x4(float4x4 x0) { return float2x2(float2(x0[0].xy), float2(x0[1].xy)); } float3x3 float3x3_from_float4x4(float4x4 x0) { return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(x0[2].xyz)); } float3x3 float3x3_from_float2x2(float2x2 x0) { return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0)); } float3x3 float3x3_from_float2x3(float2x3 x0) { return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(0.0, 0.0, 1.0)); } float3x3 float3x3_from_float3x2(float3x2 x0) { return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0)); } float4x4 float4x4_from_float3x3(float3x3 x0) { return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(0.0, 0.0, 0.0, 1.0)); } float4x4 float4x4_from_float4x3(float4x3 x0) { return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(x0[3].xyz, 1.0)); } float4x3 float4x3_from_float4x2(float4x2 x0) { return float4x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0), float3(x0[3].xy, 0.0)); } float4x4 float4x4_from_float3x4(float3x4 x0) { return float4x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(x0[2].xyzw), float4(0.0, 0.0, 0.0, 1.0)); } float3x4 float3x4_from_float2x4(float2x4 x0) { return float3x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(0.0, 0.0, 1.0, 0.0)); } float2x4 float2x4_from_float4x2(float4x2 x0) { return float2x4(float4(x0[0].xy, 0.0, 0.0), float4(x0[1].xy, 0.0, 0.0)); } float4x2 float4x2_from_float2x4(float2x4 x0) { return float4x2(float2(x0[0].xy), float2(x0[1].xy), float2(0.0, 0.0), float2(0.0, 0.0)); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor.x = float2x2_from_float3x3(float3x3(1.0))[0][0]; _out->sk_FragColor.x = float2x2_from_float4x4(float4x4(1.0))[0][0]; _out->sk_FragColor.x = float3x3_from_float4x4(float4x4(1.0))[0][0]; _out->sk_FragColor.x = float3x3_from_float2x2(float2x2(1.0))[0][0]; _out->sk_FragColor.x = float3x3_from_float2x3(float2x3(1.0))[0][0]; _out->sk_FragColor.x = float3x3_from_float3x2(float3x2(1.0))[0][0]; _out->sk_FragColor.x = float4x4_from_float3x3(float3x3_from_float2x2(float2x2(1.0)))[0][0]; _out->sk_FragColor.x = float4x4_from_float4x3(float4x3_from_float4x2(float4x2(1.0)))[0][0]; _out->sk_FragColor.x = float4x4_from_float3x4(float3x4_from_float2x4(float2x4(1.0)))[0][0]; _out->sk_FragColor.x = float2x4_from_float4x2(float4x2(1.0))[0][0]; _out->sk_FragColor.x = float4x2_from_float2x4(float2x4(1.0))[0][0]; return *_out; }