#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; thread float2x2& operator*=(thread float2x2& left, thread const float2x2& right) { left = left * right; return left; } bool test_half_b() { float2x2 m1 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); float2x2 m3 = m1; float2x2 m4 = float2x2(1.0); m3 *= m4; float2x2 m5 = float2x2(m1[0].x); float2x2 m6 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); m6 += m5; float4x4 m10 = float4x4(1.0); float4x4 m11 = float4x4(2.0); m11 -= m10; 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; float2x2 _2_m1 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); float2x2 _4_m3 = _2_m1; float2x2 _5_m4 = float2x2(1.0); _4_m3 *= _5_m4; float2x2 _6_m5 = float2x2(_2_m1[0].x); float2x2 _7_m6 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); _7_m6 += _6_m5; float4x4 _10_m10 = float4x4(1.0); float4x4 _11_m11 = float4x4(2.0); _11_m11 -= _10_m10; _out.sk_FragColor = true && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }