#include #include using namespace metal; struct Uniforms { float2x2 testMatrix2x2; float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float4 float4_from_float2x2(float2x2 x) { return float4(x[0].xy, x[1].xy); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float4 infiniteValue = float4_from_float2x2(_uniforms.testMatrix2x2) / _uniforms.colorGreen.x; float4 finiteValue = float4_from_float2x2(_uniforms.testMatrix2x2) / _uniforms.colorGreen.y; _out.sk_FragColor = ((((((isinf(infiniteValue.x) && all(isinf(infiniteValue.xy))) && all(isinf(infiniteValue.xyz))) && all(isinf(infiniteValue))) && !isinf(finiteValue.x)) && !any(isinf(finiteValue.xy))) && !any(isinf(finiteValue.xyz))) && !any(isinf(finiteValue)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }