#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; { _out.sk_FragColor = float4(1.0); } { _out.sk_FragColor = float4(2.0); } { _out.sk_FragColor = float4(6.0); } _out.sk_FragColor = float4(7.0); _out.sk_FragColor = float4(-8.0); _out.sk_FragColor = float4(-9.0); _out.sk_FragColor = float4(10.0); { _out.sk_FragColor = float4(11.0); } { _out.sk_FragColor = float4(13.0); } { _out.sk_FragColor = float4(15.0); } { _out.sk_FragColor = float4(16.0); } { _out.sk_FragColor = float4(18.0); } _out.sk_FragColor = float4(19.0); _out.sk_FragColor = float4(20.0); { _out.sk_FragColor = float4(21.0); } int f = 1; if (f == 1) { _out.sk_FragColor = float4(1.0); } if (f != 1) { _out.sk_FragColor = float4(4.0); } _out.sk_FragColor = f == 0 ? float4(7.0) : float4(-7.0); _out.sk_FragColor = f != 0 ? float4(8.0) : float4(-8.0); _out.sk_FragColor = f == 1 ? float4(9.0) : float4(-9.0); _out.sk_FragColor = f != 1 ? float4(10.0) : float4(-10.0); switch (f) { case 0: _out.sk_FragColor = float4(11.0); break; case 1: _out.sk_FragColor = float4(12.0); break; } return _out; }