#include #include using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; half4 unpremul_h4h4(half4 color) { return half4(color.xyz / max(color.w, 9.9999997473787516e-05h), color.w); } half4 live_fn_h4h4h4(half4 a, half4 b) { return a + b; } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; half4 a; half4 b; { a = live_fn_h4h4h4(half4(3.0h), half4(-5.0h)); } { b = unpremul_h4h4(half4(1.0h)); } _out.sk_FragColor = any(a != half4(0.0h)) && any(b != half4(0.0h)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }