#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; struct sksl_synthetic_uniforms { float u_skRTHeight; }; 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.x = float4(_fragCoord.x, _anonInterface0.u_skRTHeight - _fragCoord.y, 0.0, _fragCoord.w).y / _globals.sk_Height; return _out; }