| #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; |
| bool4 v = bool4(sqrt(1.0) == 1.0); |
| bool4 result; |
| result = bool4(v.x, true, true, true); |
| result = bool4(v.xy, false, true); |
| result = bool4(v.x, true, true, false); |
| result = bool4(false, v.y, true, true); |
| result = bool4(v.xyz, true); |
| result = bool4(v.xy, true, true); |
| result = bool4(v.x, false, v.z, true); |
| result = bool4(v.x, true, false, false); |
| result = bool4(true, v.yz, false); |
| result = bool4(false, v.y, true, false); |
| result = bool4(true, true, v.z, false); |
| result = v; |
| result = bool4(v.xyz, true); |
| result = bool4(v.xy, false, v.w); |
| result = bool4(v.xy, true, false); |
| result = bool4(v.x, true, v.zw); |
| result = bool4(v.x, false, v.z, true); |
| result = bool4(v.x, true, true, v.w); |
| result = bool4(v.x, true, false, true); |
| result = bool4(true, v.yzw); |
| result = bool4(false, v.yz, true); |
| result = bool4(false, v.y, true, v.w); |
| result = bool4(true, v.y, true, true); |
| result = bool4(false, false, v.zw); |
| result = bool4(false, false, v.z, true); |
| result = bool4(false, true, true, v.w); |
| _out->sk_FragColor = any(result) ? float4(1.0) : float4(0.0); |
| return *_out; |
| } |