#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float2x2 float2x2_from_float3x3(float3x3 x0) { return float2x2(float2(x0[0].xy), float2(x0[1].xy)); } float2x2 float2x2_from_float4x4(float4x4 x0) { return float2x2(float2(x0[0].xy), float2(x0[1].xy)); } float3x3 float3x3_from_float4x4(float4x4 x0) { return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(x0[2].xyz)); } float3x3 float3x3_from_float2x2(float2x2 x0) { return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0)); } float4x4 float4x4_from_float3x3(float3x3 x0) { return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(0.0, 0.0, 0.0, 1.0)); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float result = 0.0; float2x2 a = float2x2_from_float3x3(float3x3(1.0)); result += a[0].x; float2x2 b = float2x2_from_float4x4(float4x4(1.0)); result += b[0].x; float3x3 c = float3x3_from_float4x4(float4x4(1.0)); result += c[0].x; float3x3 d = float3x3_from_float2x2(float2x2(1.0)); result += d[0].x; float4x4 e = float4x4_from_float3x3(float3x3_from_float2x2(float2x2(1.0))); result += e[0].x; float2x2 f = float2x2_from_float3x3(float3x3_from_float4x4(float4x4(1.0))); result += f[0].x; _out.sk_FragColor = result == 6.0 ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }