#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 expected = float4(-1.0, 0.0, 1.0, 3.0); _out.sk_FragColor = ((((((ceil(_uniforms.testInputs.x) == expected.x && all(ceil(_uniforms.testInputs.xy) == expected.xy)) && all(ceil(_uniforms.testInputs.xyz) == expected.xyz)) && all(ceil(_uniforms.testInputs) == expected)) && -1.0 == expected.x) && all(float2(-1.0, 0.0) == expected.xy)) && all(float3(-1.0, 0.0, 1.0) == expected.xyz)) && all(float4(-1.0, 0.0, 1.0, 3.0) == expected) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }