#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; } bool conditional_inside_while_loop_b(Uniforms _uniforms) { while (_uniforms.unknownInput == 123.0) { return true; } } bool inside_do_loop_b() { do { return true; } while (true); } bool inside_while_loop_b() { while (true) { return true; } } bool after_do_loop_b() { do { break; } while (true); return true; } bool after_while_loop_b() { while (true) { break; } return true; } bool switch_with_all_returns_b(Uniforms _uniforms) { switch (int(_uniforms.unknownInput)) { case 1: return true; case 2: return true; default: return true; } } bool switch_only_default_b(Uniforms _uniforms) { switch (int(_uniforms.unknownInput)) { default: return true; } } bool switch_fallthrough_b(Uniforms _uniforms) { switch (int(_uniforms.unknownInput)) { case 1: return true; case 2: default: return true; } } bool switch_fallthrough_twice_b(Uniforms _uniforms) { switch (int(_uniforms.unknownInput)) { case 1: case 2: default: return true; } } bool switch_with_break_in_loop_b(Uniforms _uniforms) { switch (int(_uniforms.unknownInput)) { case 1: for (int x = 0;x <= 10; ++x) { break; } default: return true; } } bool switch_with_continue_in_loop_b(Uniforms _uniforms) { switch (int(_uniforms.unknownInput)) { case 1: for (int x = 0;x <= 10; ++x) { continue; } default: return true; } } bool switch_with_if_that_returns_b(Uniforms _uniforms) { switch (int(_uniforms.unknownInput)) { case 1: if (_uniforms.unknownInput == 123.0) return true; else return true; default: return true; } } bool switch_with_one_sided_if_then_fallthrough_b(Uniforms _uniforms) { switch (int(_uniforms.unknownInput)) { case 1: if (_uniforms.unknownInput == 123.0) return true; default: 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)) && conditional_inside_while_loop_b(_uniforms)) && inside_do_loop_b()) && inside_while_loop_b()) && after_do_loop_b()) && after_while_loop_b()) && switch_with_all_returns_b(_uniforms)) && switch_only_default_b(_uniforms)) && switch_fallthrough_b(_uniforms)) && switch_fallthrough_twice_b(_uniforms)) && switch_with_break_in_loop_b(_uniforms)) && switch_with_continue_in_loop_b(_uniforms)) && switch_with_if_that_returns_b(_uniforms)) && switch_with_one_sided_if_then_fallthrough_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }