#include #include using namespace metal; struct Uniforms { float4 colorRed; float4 colorGreen; float4 testInputs; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float fn_hh4(float4 v) { for (int x = 1;x <= 2; ++x) { return v.x; } } 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(0.0, v.zyx); v = float4(0.0, 0.0, v.xw); v = float4(1.0, 1.0, v.wx); v = float4(v.zy, 1.0, 1.0); v = float4(v.xx, 1.0, 1.0); v = v.wzwz; v = float3(fn_hh4(v), 123.0, 456.0).yyzz; v = float3(fn_hh4(v), 123.0, 456.0).yyzz; v = float4(123.0, 456.0, 456.0, fn_hh4(v)); v = float4(123.0, 456.0, 456.0, fn_hh4(v)); v = float3(fn_hh4(v), 123.0, 456.0).yxxz; v = float3(fn_hh4(v), 123.0, 456.0).yxxz; v = float4(1.0, 1.0, 2.0, 3.0); v = float4(_uniforms.colorRed.xyz, 1.0); v = float4(_uniforms.colorRed.x, 1.0, _uniforms.colorRed.yz); v.wzyx = v; v.xw = v.yz; v.zyx = float3(v.ww, 1.0); _out.sk_FragColor = all(v == float4(1.0)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }