#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float3 h3; h3 = float3(3.0); float4 h4; h4 = float4(4.0); h3.y = 1.0; h3.xz = float2(2.0); h4.zwxy = float4(4.0); _out.sk_FragColor = float4(1.0, 2.0, h3.x, h4.x); float2x2 h2x2; h2x2 = float2x2(2.0); float3x3 h3x3; h3x3 = float3x3(3.0); float4x4 h4x4; h4x4 = float4x4(4.0); h3x3[1] = float3(3.0); h4x4[3].w = 1.0; h2x2[0].x = 1.0; _out.sk_FragColor = float4(h2x2[0].x, h3x3[0].x, h4x4[0].x, 1.0); int2 i2; i2 = int2(2); int4 i4; i4 = int4(4); i4.xyz = int3(3); i2.y = 1; _out.sk_FragColor = float4(1.0, float(i2.x), 3.0, float(i4.x)); float2 f2; f2 = float2(2.0); float3 f3; f3 = float3(3.0); f3.xy = float2(2.0); f2.x = 1.0; _out.sk_FragColor = float4(1.0, f2.x, f3.x, 4.0); float2x2 f2x2; f2x2 = float2x2(2.0); f2x2[0].x = 1.0; _out.sk_FragColor = float4(f2x2[0].x, float3x3(3.0)[0].x, float4x4(4.0)[0].x, 1.0); bool3 b3; b3 = bool3(true); bool4 b4; b4 = bool4(false); b4.xw = bool2(false); b3.z = true; _out.sk_FragColor = float4(1.0, 0.0, float(b3.x), float(b4.x)); return _out; }