| #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 half2x2 left, const half2x2 right); |
| thread bool operator!=(const half2x2 left, const half2x2 right); |
| |
| thread bool operator==(const half3x3 left, const half3x3 right); |
| thread bool operator!=(const half3x3 left, const half3x3 right); |
| |
| thread bool operator==(const half4x4 left, const half4x4 right); |
| thread bool operator!=(const half4x4 left, const half4x4 right); |
| thread bool operator==(const half2x2 left, const half2x2 right) { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]); |
| } |
| thread bool operator!=(const half2x2 left, const half2x2 right) { |
| return !(left == right); |
| } |
| thread bool operator==(const half3x3 left, const half3x3 right) { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]) && |
| all(left[2] == right[2]); |
| } |
| thread bool operator!=(const half3x3 left, const half3x3 right) { |
| return !(left == right); |
| } |
| thread bool operator==(const half4x4 left, const half4x4 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 half4x4 left, const half4x4 right) { |
| return !(left == right); |
| } |
| |
| template <typename T> |
| matrix<T, 3, 3> mat3_inverse(matrix<T, 3, 3> m) { |
| T |
| a00 = m[0].x, a01 = m[0].y, a02 = m[0].z, |
| a10 = m[1].x, a11 = m[1].y, a12 = m[1].z, |
| a20 = m[2].x, a21 = m[2].y, a22 = m[2].z, |
| b01 = a22*a11 - a12*a21, |
| b11 = -a22*a10 + a12*a20, |
| b21 = a21*a10 - a11*a20, |
| det = a00*b01 + a01*b11 + a02*b21; |
| return matrix<T, 3, 3>( |
| b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11), |
| b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10), |
| b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) * (1/det); |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| half2x2 inv2x2 = half2x2(half2(-2.0h, 1.0h), half2(1.5h, -0.5h)); |
| half3x3 inv3x3 = half3x3(half3(-24.0h, 18.0h, 5.0h), half3(20.0h, -15.0h, -4.0h), half3(-5.0h, 4.0h, 1.0h)); |
| half4x4 inv4x4 = half4x4(half4(-2.0h, -0.5h, 1.0h, 0.5h), half4(1.0h, 0.5h, 0.0h, -0.5h), half4(-8.0h, -1.0h, 2.0h, 2.0h), half4(3.0h, 0.5h, -1.0h, -0.5h)); |
| _out.sk_FragColor = ((half2x2(half2(-2.0h, 1.0h), half2(1.5h, -0.5h)) == inv2x2 && half3x3(half3(-24.0h, 18.0h, 5.0h), half3(20.0h, -15.0h, -4.0h), half3(-5.0h, 4.0h, 1.0h)) == inv3x3) && half4x4(half4(-2.0h, -0.5h, 1.0h, 0.5h), half4(1.0h, 0.5h, 0.0h, -0.5h), half4(-8.0h, -1.0h, 2.0h, 2.0h), half4(3.0h, 0.5h, -1.0h, -0.5h)) == inv4x4) && mat3_inverse(half3x3(half3(1.0h, 2.0h, 3.0h), half3(4.0h, 5.0h, 6.0h), half3(7.0h, 8.0h, 9.0h))) != inv3x3 ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |