| #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)]]; |
| }; |
| |
| thread bool operator==(const half2x4 left, const half2x4 right); |
| thread bool operator!=(const half2x4 left, const half2x4 right); |
| |
| thread bool operator==(const half4x2 left, const half4x2 right); |
| thread bool operator!=(const half4x2 left, const half4x2 right); |
| |
| thread bool operator==(const float4x3 left, const float4x3 right); |
| thread bool operator!=(const float4x3 left, const float4x3 right); |
| |
| template <typename T, int C, int R> |
| matrix<T, C, R> matrixCompMult(matrix<T, C, R> a, const matrix<T, C, R> b) { |
| for (int c = 0; c < C; ++c) { |
| a[c] *= b[c]; |
| } |
| return a; |
| } |
| half4x2 half4x2_from_half4_half4(half4 x0, half4 x1) { |
| return half4x2(half2(x0.xy), half2(x0.zw), half2(x1.xy), half2(x1.zw)); |
| } |
| thread bool operator==(const half2x4 left, const half2x4 right) { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]); |
| } |
| thread bool operator!=(const half2x4 left, const half2x4 right) { |
| return !(left == right); |
| } |
| thread bool operator==(const half4x2 left, const half4x2 right) { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]) && |
| all(left[2] == right[2]) && |
| all(left[3] == right[3]); |
| } |
| thread bool operator!=(const half4x2 left, const half4x2 right) { |
| return !(left == right); |
| } |
| thread bool operator==(const float4x3 left, const float4x3 right) { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]) && |
| all(left[2] == right[2]) && |
| all(left[3] == right[3]); |
| } |
| thread bool operator!=(const float4x3 left, const float4x3 right) { |
| return !(left == right); |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| half2x4 h24 = matrixCompMult(half2x4(half4(9.0h, 9.0h, 9.0h, 9.0h), half4(9.0h, 9.0h, 9.0h, 9.0h)), half2x4(_uniforms.colorRed, _uniforms.colorGreen)); |
| half4x2 h42 = matrixCompMult(half4x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h), half2(5.0h, 6.0h), half2(7.0h, 8.0h)), half4x2_from_half4_half4(_uniforms.colorRed, _uniforms.colorGreen)); |
| float4x3 f43 = float4x3(float3(12.0, 22.0, 30.0), float3(36.0, 40.0, 42.0), float3(42.0, 40.0, 36.0), float3(30.0, 22.0, 12.0)); |
| _out.sk_FragColor = (h24 == half2x4(half4(9.0h, 0.0h, 0.0h, 9.0h), half4(0.0h, 9.0h, 0.0h, 9.0h)) && h42 == half4x2(half2(1.0h, 0.0h), half2(0.0h, 4.0h), half2(0.0h, 6.0h), half2(0.0h, 8.0h))) && f43 == float4x3(float3(12.0, 22.0, 30.0), float3(36.0, 40.0, 42.0), float3(42.0, 40.0, 36.0), float3(30.0, 22.0, 12.0)) ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |