blob: 8ea759c2f19d2e242fc6ccb4d017f8f5fdf75bf4 [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
half4 colorGreen;
half4 colorRed;
};
struct Inputs {
};
struct Outputs {
half4 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));
}
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));
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float result = 0.0;
float2x2 a = float2x2_from_float3x3(float3x3(1.0));
result += a[0].x;
float2x2 b = float2x2_from_float4x4(float4x4(1.0));
result += b[0].x;
float3x3 c = float3x3_from_float4x4(float4x4(1.0));
result += c[0].x;
float3x3 d = float3x3_from_float2x2(float2x2(1.0));
result += d[0].x;
float4x4 e = float4x4_from_float3x3(float3x3_from_float2x2(float2x2(1.0)));
result += e[0].x;
float2x2 f = float2x2_from_float3x3(float3x3_from_float4x4(float4x4(1.0)));
result += f[0].x;
_out.sk_FragColor = result == 6.0 ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}