blob: f5eab4ead6c3058763d73590e71f6c0210f3d00a [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float2x2 float2x2_from_float3x3(float3x3 x0) {
return float2x2(float2(x0[0].xy), float2(x0[1].xy));
}
float2x2 float2x2_from_float4x4(float4x4 x0) {
return float2x2(float2(x0[0].xy), float2(x0[1].xy));
}
float3x3 float3x3_from_float4x4(float4x4 x0) {
return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(x0[2].xyz));
}
float3x3 float3x3_from_float2x2(float2x2 x0) {
return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0));
}
float3x3 float3x3_from_float2x3(float2x3 x0) {
return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(0.0, 0.0, 1.0));
}
float3x3 float3x3_from_float3x2(float3x2 x0) {
return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0));
}
float4x4 float4x4_from_float3x3(float3x3 x0) {
return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(0.0, 0.0, 0.0, 1.0));
}
float4x4 float4x4_from_float4x3(float4x3 x0) {
return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(x0[3].xyz, 1.0));
}
float4x3 float4x3_from_float4x2(float4x2 x0) {
return float4x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0), float3(x0[3].xy, 0.0));
}
float4x4 float4x4_from_float3x4(float3x4 x0) {
return float4x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(x0[2].xyzw), float4(0.0, 0.0, 0.0, 1.0));
}
float3x4 float3x4_from_float2x4(float2x4 x0) {
return float3x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(0.0, 0.0, 1.0, 0.0));
}
float2x4 float2x4_from_float4x2(float4x2 x0) {
return float2x4(float4(x0[0].xy, 0.0, 0.0), float4(x0[1].xy, 0.0, 0.0));
}
float4x2 float4x2_from_float2x4(float2x4 x0) {
return float4x2(float2(x0[0].xy), float2(x0[1].xy), float2(0.0, 0.0), float2(0.0, 0.0));
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
_out->sk_FragColor.x = float2x2_from_float3x3(float3x3(1.0))[0][0];
_out->sk_FragColor.x = float2x2_from_float4x4(float4x4(1.0))[0][0];
_out->sk_FragColor.x = float3x3_from_float4x4(float4x4(1.0))[0][0];
_out->sk_FragColor.x = float3x3_from_float2x2(float2x2(1.0))[0][0];
_out->sk_FragColor.x = float3x3_from_float2x3(float2x3(1.0))[0][0];
_out->sk_FragColor.x = float3x3_from_float3x2(float3x2(1.0))[0][0];
_out->sk_FragColor.x = float4x4_from_float3x3(float3x3_from_float2x2(float2x2(1.0)))[0][0];
_out->sk_FragColor.x = float4x4_from_float4x3(float4x3_from_float4x2(float4x2(1.0)))[0][0];
_out->sk_FragColor.x = float4x4_from_float3x4(float3x4_from_float2x4(float2x4(1.0)))[0][0];
_out->sk_FragColor.x = float2x4_from_float4x2(float4x2(1.0))[0][0];
_out->sk_FragColor.x = float4x2_from_float2x4(float2x4(1.0))[0][0];
return *_out;
}