#include #include using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; bool test_return_b() { do { return true; } while (false); } bool test_break_b() { do { break; } while (false); return true; } bool test_continue_b() { do { continue; } while (false); return true; } bool test_if_return_b(Uniforms _uniforms) { do { if (_uniforms.colorGreen.y > 0.0h) { return true; } else { break; } continue; } while (false); return false; } bool test_if_break_b(Uniforms _uniforms) { do { if (_uniforms.colorGreen.y > 0.0h) { break; } else { continue; } } while (false); return true; } bool test_else_b(Uniforms _uniforms) { do { if (_uniforms.colorGreen.y == 0.0h) { return false; } else { return true; } } while (false); } bool test_loop_return_b() { return true; } bool test_loop_break_b() { for (int x = 0;x <= 1; ++x) { break; } 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; _out.sk_FragColor = ((((((test_return_b() && test_break_b()) && test_continue_b()) && test_if_return_b(_uniforms)) && test_if_break_b(_uniforms)) && test_else_b(_uniforms)) && test_loop_return_b()) && test_loop_break_b() ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }