#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float4 unpremul_h4h4(float4 color) { return float4(color.xyz / max(color.w, 9.9999997473787516e-05), color.w); } float4 live_fn_h4h4h4(float4 a, float4 b) { return a + b; } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float4 a; float4 b; { a = live_fn_h4h4h4(float4(3.0), float4(-5.0)); } { b = unpremul_h4h4(float4(1.0)); } _out.sk_FragColor = any(a != float4(0.0)) && any(b != float4(0.0)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }