| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Uniforms { |
| half4 colorGreen; |
| half4 colorRed; |
| float2x2 testMatrix2x2; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| half4 sk_FragColor [[color(0)]]; |
| }; |
| |
| thread bool operator==(const float2x2 left, const float2x2 right); |
| thread bool operator!=(const float2x2 left, const float2x2 right); |
| |
| thread bool operator==(const float3x3 left, const float3x3 right); |
| thread bool operator!=(const float3x3 left, const float3x3 right); |
| |
| thread bool operator==(const float4x4 left, const float4x4 right); |
| thread bool operator!=(const float4x4 left, const float4x4 right); |
| |
| float4 float4_from_float2x2(float2x2 x) { |
| return float4(x[0].xy, x[1].xy); |
| } |
| thread bool operator==(const float2x2 left, const float2x2 right) { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]); |
| } |
| thread bool operator!=(const float2x2 left, const float2x2 right) { |
| return !(left == right); |
| } |
| float2x2 float2x2_from_float3_float(float3 x0, float x1) { |
| return float2x2(float2(x0.xy), float2(x0.z, x1)); |
| } |
| thread bool operator==(const float3x3 left, const float3x3 right) { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]) && |
| all(left[2] == right[2]); |
| } |
| thread bool operator!=(const float3x3 left, const float3x3 right) { |
| return !(left == right); |
| } |
| float3x3 float3x3_from_float2_float2_float4_float(float2 x0, float2 x1, float4 x2, float x3) { |
| return float3x3(float3(x0.xy, x1.x), float3(x1.y, x2.xy), float3(x2.zw, x3)); |
| } |
| thread bool operator==(const float4x4 left, const float4x4 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 float4x4 left, const float4x4 right) { |
| return !(left == right); |
| } |
| float4x4 float4x4_from_float3_float3_float4_float2_float4(float3 x0, float3 x1, float4 x2, float2 x3, float4 x4) { |
| return float4x4(float4(x0.xyz, x1.x), float4(x1.yz, x2.xy), float4(x2.zw, x3.xy), float4(x4.xyzw)); |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| float4 f4 = float4_from_float2x2(_uniforms.testMatrix2x2); |
| bool ok = float2x2_from_float3_float(f4.xyz, 4.0) == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| ok = ok && float3x3_from_float2_float2_float4_float(f4.xy, f4.zw, f4, f4.x) == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0)); |
| ok = ok && float4x4_from_float3_float3_float4_float2_float4(f4.xyz, f4.wxy, f4.zwxy, f4.zw, f4) == float4x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0)); |
| _out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |