#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; thread float2x2& operator*=(thread float2x2& left, thread const float2x2& right) { left = left * right; return left; } thread float3x3& operator*=(thread float3x3& left, thread const float3x3& right) { left = left * right; return left; } thread float4x4& operator*=(thread float4x4& left, thread const float4x4& right) { left = left * right; return left; } bool test_half_b() { float2x3 m23 = float2x3(23.0); float2x4 m24 = float2x4(24.0); float3x2 m32 = float3x2(32.0); float3x4 m34 = float3x4(34.0); float4x2 m42 = float4x2(42.0); float4x3 m43 = float4x3(44.0); float2x2 m22 = m32 * m23; m22 *= m22; float3x3 m33 = m43 * m34; m33 *= m33; float4x4 m44 = m24 * m42; m44 *= m44; return true; } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float2x3 _0_m23 = float2x3(23.0); float2x4 _1_m24 = float2x4(24.0); float3x2 _2_m32 = float3x2(32.0); float3x4 _3_m34 = float3x4(34.0); float4x2 _4_m42 = float4x2(42.0); float4x3 _5_m43 = float4x3(44.0); float2x2 _6_m22 = _2_m32 * _0_m23; _6_m22 *= _6_m22; float3x3 _7_m33 = _5_m43 * _3_m34; _7_m33 *= _7_m33; float4x4 _8_m44 = _1_m24 * _4_m42; _8_m44 *= _8_m44; _out.sk_FragColor = true && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }