1#include <metal_stdlib> 2#include <simd/simd.h> 3using namespace metal; 4struct Uniforms { 5 half4 colorGreen; 6 half4 colorRed; 7}; 8struct Inputs { 9}; 10struct Outputs { 11 half4 sk_FragColor [[color(0)]]; 12}; 13 14thread bool operator==(const half2x2 left, const half2x2 right); 15thread bool operator!=(const half2x2 left, const half2x2 right); 16 17thread bool operator==(const half3x3 left, const half3x3 right); 18thread bool operator!=(const half3x3 left, const half3x3 right); 19 20thread bool operator==(const half4x4 left, const half4x4 right); 21thread bool operator!=(const half4x4 left, const half4x4 right); 22thread bool operator==(const half2x2 left, const half2x2 right) { 23 return all(left[0] == right[0]) && 24 all(left[1] == right[1]); 25} 26thread bool operator!=(const half2x2 left, const half2x2 right) { 27 return !(left == right); 28} 29thread bool operator==(const half3x3 left, const half3x3 right) { 30 return all(left[0] == right[0]) && 31 all(left[1] == right[1]) && 32 all(left[2] == right[2]); 33} 34thread bool operator!=(const half3x3 left, const half3x3 right) { 35 return !(left == right); 36} 37thread bool operator==(const half4x4 left, const half4x4 right) { 38 return all(left[0] == right[0]) && 39 all(left[1] == right[1]) && 40 all(left[2] == right[2]) && 41 all(left[3] == right[3]); 42} 43thread bool operator!=(const half4x4 left, const half4x4 right) { 44 return !(left == right); 45} 46 47template <typename T> 48matrix<T, 3, 3> mat3_inverse(matrix<T, 3, 3> m) { 49 T a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; 50 T a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; 51 T a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; 52 T b01 = a22*a11 - a12*a21; 53 T b11 = -a22*a10 + a12*a20; 54 T b21 = a21*a10 - a11*a20; 55 T det = a00*b01 + a01*b11 + a02*b21; 56 return matrix<T, 3, 3>(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11), 57 b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10), 58 b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) * (1/det); 59} 60fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 61 Outputs _out; 62 (void)_out; 63 half2x2 inv2x2 = half2x2(half2(-2.0h, 1.0h), half2(1.5h, -0.5h)); 64 half3x3 inv3x3 = half3x3(half3(-24.0h, 18.0h, 5.0h), half3(20.0h, -15.0h, -4.0h), half3(-5.0h, 4.0h, 1.0h)); 65 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)); 66 _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; 67 return _out; 68} 69