#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor.x = 34.0; _out->sk_FragColor.x = 30.0; _out->sk_FragColor.x = 64.0; _out->sk_FragColor.x = 16.0; _out->sk_FragColor.x = 14.0; _out->sk_FragColor.x = 6.0; _out->sk_FragColor.x = 5.0; _out->sk_FragColor.x = 16.0; _out->sk_FragColor.x = 32.0; _out->sk_FragColor.x = 1.0; _out->sk_FragColor.x = -2.0; _out->sk_FragColor.x = 3.0; _out->sk_FragColor.x = -4.0; _out->sk_FragColor.x = 5.0; _out->sk_FragColor.x = -6.0; _out->sk_FragColor.x = 7.0; _out->sk_FragColor.x = -8.0; _out->sk_FragColor.x = 9.0; _out->sk_FragColor.x = -10.0; _out->sk_FragColor.x = 11.0; _out->sk_FragColor.x = -12.0; _out->sk_FragColor.x = float(int(sqrt(1.0))); _out->sk_FragColor.x = float(int(sqrt(2.0))); _out->sk_FragColor.x = float(int(sqrt(3.0))); _out->sk_FragColor.x = 0.0; _out->sk_FragColor.x = float(int(sqrt(5.0))); _out->sk_FragColor.x = float(int(sqrt(6.0))); _out->sk_FragColor.x = 0.0; _out->sk_FragColor.x = float(int(sqrt(8.0))); _out->sk_FragColor.x = 0.0; int x = int(sqrt(2.0)); x += 1; x -= 1; x *= 2; x /= 2; _out->sk_FragColor.x = float(x); return *_out; }