#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; float unknownInput; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; bool return_on_both_sides_b(Uniforms _uniforms) { if (_uniforms.unknownInput == 1.0) return true; else return true; } bool for_inside_body_b() { for (int x = 0;x <= 10; ++x) { return true; } } bool after_for_body_b() { for (int x = 0;x <= 10; ++x) { true; } return true; } bool for_with_double_sided_conditional_return_b(Uniforms _uniforms) { for (int x = 0;x <= 10; ++x) { if (_uniforms.unknownInput == 1.0) return true; else return true; } } bool if_else_chain_b(Uniforms _uniforms) { if (_uniforms.unknownInput == 1.0) return true; else if (_uniforms.unknownInput == 2.0) return false; else if (_uniforms.unknownInput == 3.0) return true; else if (_uniforms.unknownInput == 4.0) return false; else 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 = ((((true && return_on_both_sides_b(_uniforms)) && for_inside_body_b()) && after_for_body_b()) && for_with_double_sided_conditional_return_b(_uniforms)) && if_else_chain_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }