#include #include using namespace metal; struct Uniforms { float4 testInputs; float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 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; float4 expectedA = float4(0.5, 0.5, 0.75, 2.25); float4 expectedB = float4(0.0, 1.0, 0.75, 2.25); _out.sk_FragColor = ((((((max(_uniforms.testInputs.x, 0.5) == expectedA.x && all(max(_uniforms.testInputs.xy, 0.5) == expectedA.xy)) && all(max(_uniforms.testInputs.xyz, 0.5) == expectedA.xyz)) && all(max(_uniforms.testInputs, 0.5) == expectedA)) && max(_uniforms.testInputs.x, _uniforms.colorGreen.x) == expectedB.x) && all(max(_uniforms.testInputs.xy, _uniforms.colorGreen.xy) == expectedB.xy)) && all(max(_uniforms.testInputs.xyz, _uniforms.colorGreen.xyz) == expectedB.xyz)) && all(max(_uniforms.testInputs, _uniforms.colorGreen) == expectedB) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }