#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float _skOutParamHelper0_modf(float _var0, thread float4& whole) { float _var1; float _skResult = modf(_var0, _var1); whole.x = _var1; return _skResult; } float2 _skOutParamHelper1_modf(float2 _var0, thread float4& whole) { float2 _var1; float2 _skResult = modf(_var0, _var1); whole.xy = _var1; return _skResult; } float3 _skOutParamHelper2_modf(float3 _var0, thread float4& whole) { float3 _var1; float3 _skResult = modf(_var0, _var1); whole.xyz = _var1; return _skResult; } float4 _skOutParamHelper3_modf(float4 _var0, thread float4& whole) { float4 _var1; float4 _skResult = modf(_var0, _var1); whole = _var1; return _skResult; } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float4 value = _uniforms.colorGreen.yyyy * 2.5; float4 whole; float4 fraction; bool4 ok; fraction.x = _skOutParamHelper0_modf(value.x, whole); ok.x = whole.x == 2.0 && fraction.x == 0.5; fraction.xy = _skOutParamHelper1_modf(value.xy, whole); ok.y = whole.y == 2.0 && fraction.y == 0.5; fraction.xyz = _skOutParamHelper2_modf(value.xyz, whole); ok.z = whole.z == 2.0 && fraction.z == 0.5; fraction = _skOutParamHelper3_modf(value, whole); ok.w = whole.w == 2.0 && fraction.w == 0.5; _out.sk_FragColor = all(ok) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }