#include #include using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; half2x2 testMatrix2x2; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; half4 half4_from_half2x2(half2x2 x) { return half4(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; bool ok = true; ok = ok && all(half4_from_half2x2(_uniforms.testMatrix2x2) == half4(1.0h, 2.0h, 3.0h, 4.0h)); ok = ok && all(float4(half4_from_half2x2(_uniforms.testMatrix2x2)) == float4(1.0, 2.0, 3.0, 4.0)); ok = ok && all(int4(half4_from_half2x2(_uniforms.testMatrix2x2)) == int4(1, 2, 3, 4)); ok = ok && all(bool4(half4_from_half2x2(_uniforms.testMatrix2x2)) == bool4(true, true, true, true)); _out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }