#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; struct sksl_synthetic_uniforms { float2 u_skRTFlip; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant sksl_synthetic_uniforms& _anonInterface0 [[buffer(1)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; _out.sk_FragColor = float4(float((_anonInterface0.u_skRTFlip.y < 0 ? _frontFacing : !_frontFacing) ? 1 : -1)); return _out; }