#include #include using namespace metal; struct Uniforms { float3 colRGB; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float fn(float v) { switch (int(v)) { case 1: return 2.0; default: return 3.0; } } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; float v = sqrt(1.0); _out->sk_FragColor = float4(v); _out->sk_FragColor = float4(0.0, float3(v)); _out->sk_FragColor = float4(0.0, 0.0, float2(v)); _out->sk_FragColor = float4(1.0, 1.0, float2(v)); _out->sk_FragColor = float4(float2(v), 1.0, 1.0); _out->sk_FragColor = float4(v); _out->sk_FragColor = float4(float2(v), 1.0, 1.0); _out->sk_FragColor = float4(v); _out->sk_FragColor = float3(fn(v), 123.0, 456.0).yyzz; _out->sk_FragColor = float3(fn(v), 123.0, 456.0).yyzz; _out->sk_FragColor = float4(123.0, 456.0, 456.0, fn(v)); _out->sk_FragColor = float4(123.0, 456.0, 456.0, fn(v)); _out->sk_FragColor = float3(fn(v), 123.0, 456.0).yxxz; _out->sk_FragColor = float3(fn(v), 123.0, 456.0).yxxz; _out->sk_FragColor = float4(1.0, 1.0, 2.0, 3.0); _out->sk_FragColor = float4(_uniforms.colRGB, 1.0); _out->sk_FragColor = float4(_uniforms.colRGB.x, 1.0, _uniforms.colRGB.yz); _out->sk_FragColor.xyzw = _out->sk_FragColor; _out->sk_FragColor.wzyx = _out->sk_FragColor; _out->sk_FragColor.xyzw.xw = _out->sk_FragColor.yz; _out->sk_FragColor.wzyx.yzw = float3(_out->sk_FragColor.ww, 1.0); return *_out; }