#include #include using namespace metal; struct Uniforms { float4 testInputs; float4 colorGreen; float4 colorRed; }; 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 v = _uniforms.testInputs; v = float4(v.x, 1.0, 1.0, 1.0); v = float4(v.xy, 1.0, 1.0); v = float4(v.x, 1.0, 1.0, 1.0); v = float4(0.0, v.y, 1.0, 1.0); v = float4(v.xyz, 1.0); v = float4(v.xy, 1.0, 1.0); v = float4(v.x, 0.0, v.z, 1.0); v = float4(v.x, 1.0, 0.0, 1.0); v = float4(1.0, v.yz, 1.0); v = float4(0.0, v.y, 1.0, 1.0); v = float4(1.0, 1.0, v.z, 1.0); v = float4(v.xyz, 1.0); v = float4(v.xy, 0.0, v.w); v = float4(v.xy, 1.0, 0.0); v = float4(v.x, 1.0, v.zw); v = float4(v.x, 0.0, v.z, 1.0); v = float4(v.x, 1.0, 1.0, v.w); v = float4(v.x, 1.0, 0.0, 1.0); v = float4(1.0, v.yzw); v = float4(0.0, v.yz, 1.0); v = float4(0.0, v.y, 1.0, v.w); v = float4(1.0, v.y, 1.0, 1.0); v = float4(0.0, 0.0, v.zw); v = float4(0.0, 0.0, v.z, 1.0); v = float4(0.0, 1.0, 1.0, v.w); _out.sk_FragColor = all(v == float4(0.0, 1.0, 1.0, 1.0)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }