blob: 1fa89cc7cfff29d68d76d279da4d5672cab08538 [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
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;
float3 h3;
{
h3 = float3(3.0);
}
float4 h4;
{
h4 = float4(4.0);
}
{
h3.xz = float2(2.0);
}
{
h4.zwxy = float4(4.0);
}
_out->sk_FragColor = float4(1.0, 2.0, h3.x, h4.x);
float3x3 h3x3;
{
h3x3 = float3x3(3.0);
}
float4x4 h4x4;
{
h4x4 = float4x4(4.0);
}
{
h3x3[1] = float3(3.0);
}
{
h4x4[3].w = 1.0;
}
_out->sk_FragColor = float4(float2x2(2.0)[0][0], h3x3[0][0], h4x4[0][0], 1.0);
int4 i4;
{
i4 = int4(4);
}
{
i4.xyz = int3(3);
}
_out->sk_FragColor = float4(1.0, 2.0, 3.0, float(i4.x));
float3 f3;
{
f3 = float3(3.0);
}
{
f3.xy = float2(2.0);
}
_out->sk_FragColor = float4(1.0, 2.0, f3.x, 4.0);
float2x2 f2x2;
{
f2x2 = float2x2(2.0);
}
{
f2x2[0][0] = 1.0;
}
_out->sk_FragColor = float4(f2x2[0][0], float3x3(3.0)[0][0], float4x4(4.0)[0][0], 1.0);
bool4 b4;
{
b4 = bool4(false);
}
{
b4.xw = bool2(false);
}
_out->sk_FragColor = float4(1.0, bool(false) ? 1.0 : 0.0, bool(true) ? 1.0 : 0.0, b4.x ? 1.0 : 0.0);
return *_out;
}