blob: 07e5509f0e6a3cf47f9519102169ec96288348c9 [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
float unknownInput;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
bool return_on_both_sides_b(Uniforms _uniforms) {
if (_uniforms.unknownInput == 1.0) return true; else return true;
}
bool for_inside_body_b() {
for (int x = 0;x <= 10; ++x) {
return true;
}
}
bool after_for_body_b() {
for (int x = 0;x <= 10; ++x) {
true;
}
return true;
}
bool for_with_double_sided_conditional_return_b(Uniforms _uniforms) {
for (int x = 0;x <= 10; ++x) {
if (_uniforms.unknownInput == 1.0) return true; else return true;
}
}
bool if_else_chain_b(Uniforms _uniforms) {
if (_uniforms.unknownInput == 1.0) return true; else if (_uniforms.unknownInput == 2.0) return false; else if (_uniforms.unknownInput == 3.0) return true; else if (_uniforms.unknownInput == 4.0) return false; else return true;
}
bool conditional_inside_while_loop_b(Uniforms _uniforms) {
while (_uniforms.unknownInput == 123.0) {
return true;
}
}
bool inside_do_loop_b() {
do {
return true;
} while (true);
}
bool inside_while_loop_b() {
while (true) {
return true;
}
}
bool after_do_loop_b() {
do {
break;
} while (true);
return true;
}
bool after_while_loop_b() {
while (true) {
break;
}
return true;
}
bool switch_with_all_returns_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
return true;
case 2:
return true;
default:
return true;
}
}
bool switch_only_default_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
default:
return true;
}
}
bool switch_fallthrough_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
return true;
case 2:
default:
return true;
}
}
bool switch_fallthrough_twice_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
case 2:
default:
return true;
}
}
bool switch_with_break_in_loop_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
for (int x = 0;x <= 10; ++x) {
break;
}
default:
return true;
}
}
bool switch_with_continue_in_loop_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
for (int x = 0;x <= 10; ++x) {
continue;
}
default:
return true;
}
}
bool switch_with_if_that_returns_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
if (_uniforms.unknownInput == 123.0) return true; else return true;
default:
return true;
}
}
bool switch_with_one_sided_if_then_fallthrough_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
if (_uniforms.unknownInput == 123.0) return true;
default:
return true;
}
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
_out.sk_FragColor = (((((((((((((((((true && return_on_both_sides_b(_uniforms)) && for_inside_body_b()) && after_for_body_b()) && for_with_double_sided_conditional_return_b(_uniforms)) && if_else_chain_b(_uniforms)) && conditional_inside_while_loop_b(_uniforms)) && inside_do_loop_b()) && inside_while_loop_b()) && after_do_loop_b()) && after_while_loop_b()) && switch_with_all_returns_b(_uniforms)) && switch_only_default_b(_uniforms)) && switch_fallthrough_b(_uniforms)) && switch_fallthrough_twice_b(_uniforms)) && switch_with_break_in_loop_b(_uniforms)) && switch_with_continue_in_loop_b(_uniforms)) && switch_with_if_that_returns_b(_uniforms)) && switch_with_one_sided_if_then_fallthrough_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}