| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Uniforms { |
| float4 colorGreen; |
| float4 colorRed; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| float4 sk_FragColor [[color(0)]]; |
| }; |
| float4 unpremul_h4h4(float4 color) { |
| return float4(color.xyz / max(color.w, 9.9999997473787516e-05), color.w); |
| } |
| float4 live_fn_h4h4h4(float4 a, float4 b) { |
| return a + b; |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| float4 a; |
| float4 b; |
| { |
| a = live_fn_h4h4h4(float4(3.0), float4(-5.0)); |
| } |
| { |
| b = unpremul_h4h4(float4(1.0)); |
| } |
| _out.sk_FragColor = any(a != float4(0.0)) && any(b != float4(0.0)) ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |