| #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)]]; |
| }; |
| thread float2x2& operator*=(thread float2x2& left, thread const float2x2& right) { |
| left = left * right; |
| return left; |
| } |
| |
| bool test_half_b() { |
| float2x2 m1 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| float2x2 m3 = m1; |
| float2x2 m4 = float2x2(1.0); |
| m3 *= m4; |
| float2x2 m5 = float2x2(m1[0].x); |
| float2x2 m6 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| m6 += m5; |
| float4x4 m10 = float4x4(1.0); |
| float4x4 m11 = float4x4(2.0); |
| m11 -= m10; |
| return true; |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| float2x2 _2_m1 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| float2x2 _4_m3 = _2_m1; |
| float2x2 _5_m4 = float2x2(1.0); |
| _4_m3 *= _5_m4; |
| float2x2 _6_m5 = float2x2(_2_m1[0].x); |
| float2x2 _7_m6 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| _7_m6 += _6_m5; |
| float4x4 _10_m10 = float4x4(1.0); |
| float4x4 _11_m11 = float4x4(2.0); |
| _11_m11 -= _10_m10; |
| _out.sk_FragColor = true && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |