#include #include using namespace metal; struct S { float f; array af; float4 h4; array ah4; }; struct Uniforms { float4 colorGreen; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; struct Globals { float4 globalVar; S globalStruct; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Globals _globals{{}, {}}; (void)_globals; Outputs _out; (void)_out; int i; i = 0; int4 i4; i4 = int4(1, 2, 3, 4); float3x3 f3x3; f3x3 = float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0)); float4 x; x.w = 0.0; x.yx = float2(0.0); array ai; ai[0] = 0; array ai4; ai4[0] = int4(1, 2, 3, 4); array ah2x4; ah2x4[0] = float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0)); array af4; af4[0].x = 0.0; af4[0].ywxz = float4(1.0); S s; s.f = 0.0; s.af[1] = 0.0; s.h4.zxy = float3(9.0); s.ah4[2].yw = float2(5.0); _globals.globalVar = float4(0.0); _globals.globalStruct.f = 0.0; float l; l = 0.0; ai[0] += ai4[0].x; s.f = 1.0; s.af[0] = 2.0; s.h4 = float4(1.0); s.ah4[0] = float4(2.0); af4[0] *= ah2x4[0][0].x; i4.y = i4.y * i; x.y = x.y * l; s.f *= l; _out.sk_FragColor = _uniforms.colorGreen; return _out; }