#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; void bar(thread float& x); void _skOutParamHelper0_bar(thread float& x) { float _var0 = x; bar(_var0); x = _var0; } float foo(float2 v) { return v.x * v.y; } void bar(thread float& x) { array y; y[0] = x; y[1] = x * 2.0; x = foo(float2(y[0], y[1])); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float x = 10.0; _skOutParamHelper0_bar(x); _out.sk_FragColor = x == 200.0 ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }