blob: d82a0d5d9dbc234830297bc8766ce0d4d8937331 [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
float3 h3;
h3 = float3(3.0);
float4 h4;
h4 = float4(4.0);
h3.y = 1.0;
h3.xz = float2(2.0);
h4.zwxy = float4(4.0);
_out->sk_FragColor = float4(1.0, 2.0, h3.x, h4.x);
float2x2 h2x2;
h2x2 = float2x2(2.0);
float3x3 h3x3;
h3x3 = float3x3(3.0);
float4x4 h4x4;
h4x4 = float4x4(4.0);
h3x3[1] = float3(3.0);
h4x4[3].w = 1.0;
h2x2[0].x = 1.0;
_out->sk_FragColor = float4(h2x2[0].x, h3x3[0].x, h4x4[0].x, 1.0);
int2 i2;
i2 = int2(2);
int4 i4;
i4 = int4(4);
i4.xyz = int3(3);
i2.y = 1;
_out->sk_FragColor = float4(1.0, float(i2.x), 3.0, float(i4.x));
float2 f2;
f2 = float2(2.0);
float3 f3;
f3 = float3(3.0);
f3.xy = float2(2.0);
f2.x = 1.0;
_out->sk_FragColor = float4(1.0, f2.x, f3.x, 4.0);
float2x2 f2x2;
f2x2 = float2x2(2.0);
f2x2[0].x = 1.0;
_out->sk_FragColor = float4(f2x2[0].x, float3x3(3.0)[0].x, float4x4(4.0)[0].x, 1.0);
bool3 b3;
b3 = bool3(true);
bool4 b4;
b4 = bool4(false);
b4.xw = bool2(false);
b3.z = true;
_out->sk_FragColor = float4(1.0, 0.0, float(b3.x), float(b4.x));
return *_out;
}