| #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)]]; |
| }; |
| struct Globals { |
| float3x3 a; |
| float3x3 b; |
| float4x4 c; |
| float4x4 d; |
| }; |
| |
| template <int C, int R> |
| matrix<float, C, R> matrixCompMult(matrix<float, C, R> a, matrix<float, C, R> b) { |
| matrix<float, C, R> result; |
| for (int c = 0; c < C; ++c) { |
| result[c] = a[c] * b[c]; |
| } |
| return result; |
| } |
| 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); |
| } |
| 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); |
| } |
| 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]]) { |
| Globals _globals{{}, {}, {}, {}}; |
| (void)_globals; |
| Outputs _out; |
| (void)_out; |
| float2x2 h22 = float2x2(float2(0.0, 5.0), float2(10.0, 15.0)); |
| float4x4 h44 = float4x4(float4(0.5, 0.0, 0.0, 0.0), float4(0.0, 3.0, 0.0, 0.0), float4(0.0, 0.0, 5.5, 0.0), float4(0.0, 0.0, 0.0, 8.0)); |
| 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.xyz = matrixCompMult(_globals.a, _globals.b)[0]; |
| _out.sk_FragColor = matrixCompMult(_globals.c, _globals.d)[0]; |
| _out.sk_FragColor = (h22 == float2x2(float2(0.0, 5.0), float2(10.0, 15.0)) && h44 == float4x4(float4(0.5, 0.0, 0.0, 0.0), float4(0.0, 3.0, 0.0, 0.0), float4(0.0, 0.0, 5.5, 0.0), float4(0.0, 0.0, 0.0, 8.0))) && 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; |
| } |