#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; float4 colorBlack; float4 colorWhite; float4 testInputs; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float4 expectedBW = float4(0.5, 0.5, 0.5, 1.0); float4 expectedWT = float4(1.0, 0.5, 1.0, 2.25); _out.sk_FragColor = ((((((((((all(mix(_uniforms.colorGreen, _uniforms.colorRed, 0.0) == float4(0.0, 1.0, 0.0, 1.0)) && all(mix(_uniforms.colorGreen, _uniforms.colorRed, 0.25) == float4(0.25, 0.75, 0.0, 1.0))) && all(mix(_uniforms.colorGreen, _uniforms.colorRed, 0.75) == float4(0.75, 0.25, 0.0, 1.0))) && all(mix(_uniforms.colorGreen, _uniforms.colorRed, 1.0) == float4(1.0, 0.0, 0.0, 1.0))) && mix(_uniforms.colorBlack.x, _uniforms.colorWhite.x, 0.5) == expectedBW.x) && all(mix(_uniforms.colorBlack.xy, _uniforms.colorWhite.xy, 0.5) == expectedBW.xy)) && all(mix(_uniforms.colorBlack.xyz, _uniforms.colorWhite.xyz, 0.5) == expectedBW.xyz)) && all(mix(_uniforms.colorBlack, _uniforms.colorWhite, 0.5) == expectedBW)) && mix(_uniforms.colorWhite.x, _uniforms.testInputs.x, 0.0) == expectedWT.x) && all(mix(_uniforms.colorWhite.xy, _uniforms.testInputs.xy, float2(0.0, 0.5)) == expectedWT.xy)) && all(mix(_uniforms.colorWhite.xyz, _uniforms.testInputs.xyz, float3(0.0, 0.5, 0.0)) == expectedWT.xyz)) && all(mix(_uniforms.colorWhite, _uniforms.testInputs, float4(0.0, 0.5, 0.0, 1.0)) == expectedWT) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }