#include #include using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; float4 testInputs; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; uint xy = pack_float_to_unorm2x16(_uniforms.testInputs.xy); uint zw = pack_float_to_unorm2x16(_uniforms.testInputs.zw); const float2 tolerance = float2(0.015625); _out.sk_FragColor = all((abs(unpack_unorm2x16_to_float(xy)) < tolerance)) && all((abs(unpack_unorm2x16_to_float(zw) - float2(0.75, 1.0)) < tolerance)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }