blob: 4c8e2fdbcfa6bb93377ccba499976699eb3a843e [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float3 colRGB;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float fn(float v) {
switch (int(v)) {
case 1:
return 2.0;
default:
return 3.0;
}
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
float v = sqrt(1.0);
_out->sk_FragColor = float4(v);
_out->sk_FragColor = float4(0.0, float3(v));
_out->sk_FragColor = float4(0.0, 0.0, float2(v));
_out->sk_FragColor = float4(1.0, 1.0, float2(v));
_out->sk_FragColor = float4(float2(v), 1.0, 1.0);
_out->sk_FragColor = float4(v);
_out->sk_FragColor = float4(float2(v), 1.0, 1.0);
_out->sk_FragColor = float4(v);
_out->sk_FragColor = float3(fn(v), 123.0, 456.0).yyzz;
_out->sk_FragColor = float3(fn(v), 123.0, 456.0).yyzz;
_out->sk_FragColor = float4(123.0, 456.0, 456.0, fn(v));
_out->sk_FragColor = float4(123.0, 456.0, 456.0, fn(v));
_out->sk_FragColor = float3(fn(v), 123.0, 456.0).yxxz;
_out->sk_FragColor = float3(fn(v), 123.0, 456.0).yxxz;
_out->sk_FragColor = float4(1.0, 1.0, 2.0, 3.0);
_out->sk_FragColor = float4(_uniforms.colRGB, 1.0);
_out->sk_FragColor = float4(_uniforms.colRGB.x, 1.0, _uniforms.colRGB.yz);
_out->sk_FragColor.xyzw = _out->sk_FragColor;
_out->sk_FragColor.wzyx = _out->sk_FragColor;
_out->sk_FragColor.xyzw.xw = _out->sk_FragColor.yz;
_out->sk_FragColor.wzyx.yzw = float3(_out->sk_FragColor.ww, 1.0);
return *_out;
}