#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 _0_v = _uniforms.testInputs; float _1_x = _0_v.x; float _2_y = _0_v.y; float _3_z = _0_v.z; float _4_w = _0_v.w; float4 a = float4(_1_x, _2_y, _3_z, _4_w); float _9_x = _uniforms.testInputs.x; float _10_y = _uniforms.testInputs.y; float _11_z = _uniforms.testInputs.z; float _12_w = _uniforms.testInputs.w; float4 b = float4(_9_x, _10_y, _11_z, _12_w); float4 _13_v = float4(0.0, 1.0, 2.0, 3.0); float _14_x = _13_v.x; float _15_y = _13_v.y; float _16_z = _13_v.z; float _17_w = _13_v.w; float4 c = float4(_14_x, _15_y, _16_z, _17_w); _out.sk_FragColor = (all(a == float4(-1.25, 0.0, 0.75, 2.25)) && all(b == float4(-1.25, 0.0, 0.75, 2.25))) && all(c == float4(0.0, 1.0, 2.0, 3.0)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }