#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; float4 v = float4(sqrt(1.0)); _out->sk_FragColor = float4(v.x, 1.0, 1.0, 1.0); _out->sk_FragColor = float4(v.xy, 1.0, 1.0); _out->sk_FragColor = float4(float2(v.x, 1.0), 1.0, 1.0); _out->sk_FragColor = float4(float2(v.y, 0.0).yx, 1.0, 1.0); _out->sk_FragColor = float4(v.xyz, 1.0); _out->sk_FragColor = float4(float3(v.xy, 1.0), 1.0); _out->sk_FragColor = float4(float3(v.xz, 0.0).xzy, 1.0); _out->sk_FragColor = float4(float3(v.x, 1.0, 0.0), 1.0); _out->sk_FragColor = float4(float3(v.yz, 1.0).zxy, 1.0); _out->sk_FragColor = float4(float3(v.y, 0.0, 1.0).yxz, 1.0); _out->sk_FragColor = float4(float2(v.z, 1.0).yyx, 1.0); _out->sk_FragColor = v; _out->sk_FragColor = float4(v.xyz, 1.0); _out->sk_FragColor = float4(v.xyw, 0.0).xywz; _out->sk_FragColor = float4(v.xy, 1.0, 0.0); _out->sk_FragColor = float4(v.xzw, 1.0).xwyz; _out->sk_FragColor = float4(v.xz, 0.0, 1.0).xzyw; _out->sk_FragColor = float3(v.xw, 1.0).xzzy; _out->sk_FragColor = float3(v.x, 1.0, 0.0).xyzy; _out->sk_FragColor = float4(v.yzw, 1.0).wxyz; _out->sk_FragColor = float4(v.yz, 0.0, 1.0).zxyw; _out->sk_FragColor = float4(v.yw, 0.0, 1.0).zxwy; _out->sk_FragColor = float2(v.y, 1.0).yxyy; _out->sk_FragColor = float3(v.zw, 0.0).zzxy; _out->sk_FragColor = float3(v.z, 0.0, 1.0).yyxz; _out->sk_FragColor = float3(v.w, 0.0, 1.0).yzzx; return *_out; }