1#include <metal_stdlib> 2#include <simd/simd.h> 3#ifdef __clang__ 4#pragma clang diagnostic ignored "-Wall" 5#endif 6using namespace metal; 7struct Uniforms { 8 half4 colorGreen; 9 half4 colorRed; 10}; 11struct Inputs { 12}; 13struct Outputs { 14 half4 sk_FragColor [[color(0)]]; 15}; 16thread bool operator==(const float2x2 left, const float2x2 right);thread bool operator!=(const float2x2 left, const float2x2 right);thread bool operator==(const float3x3 left, const float3x3 right);thread bool operator!=(const float3x3 left, const float3x3 right);thread bool operator==(const float4x4 left, const float4x4 right);thread bool operator!=(const float4x4 left, const float4x4 right);thread bool operator==(const float2x2 left, const float2x2 right) {return all(left[0] == right[0]) && all(left[1] == right[1]);}thread bool operator!=(const float2x2 left, const float2x2 right) {return !(left == right);}thread bool operator==(const float3x3 left, const float3x3 right) {return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]);}thread bool operator!=(const float3x3 left, const float3x3 right) {return !(left == right);}thread bool operator==(const float4x4 left, const float4x4 right) {return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]) && all(left[3] == right[3]);}thread bool operator!=(const float4x4 left, const float4x4 right) {return !(left == right);}template <typename T>matrix<T, 3, 3> mat3_inverse(matrix<T, 3, 3> m) {T a00 = m[0].x, a01 = m[0].y, a02 = m[0].z,a10 = m[1].x, a11 = m[1].y, a12 = m[1].z,a20 = m[2].x, a21 = m[2].y, a22 = m[2].z,b01 = a22*a11 - a12*a21,b11 = -a22*a10 + a12*a20,b21 = a21*a10 - a11*a20,det = a00*b01 + a01*b11 + a02*b21;return matrix<T, 3, 3>(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11),b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10),b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) * (1/det);}template <typename T>matrix<T, 2, 2> mat2_inverse(matrix<T, 2, 2> m) {return matrix<T, 2, 2>(m[1].y, -m[0].y, -m[1].x, m[0].x) * (1/determinant(m));}template <typename T>matrix<T, 4, 4> mat4_inverse(matrix<T, 4, 4> m) {T a00 = m[0].x, a01 = m[0].y, a02 = m[0].z, a03 = m[0].w,a10 = m[1].x, a11 = m[1].y, a12 = m[1].z, a13 = m[1].w,a20 = m[2].x, a21 = m[2].y, a22 = m[2].z, a23 = m[2].w,a30 = m[3].x, a31 = m[3].y, a32 = m[3].z, a33 = m[3].w,b00 = a00*a11 - a01*a10,b01 = a00*a12 - a02*a10,b02 = a00*a13 - a03*a10,b03 = a01*a12 - a02*a11,b04 = a01*a13 - a03*a11,b05 = a02*a13 - a03*a12,b06 = a20*a31 - a21*a30,b07 = a20*a32 - a22*a30,b08 = a20*a33 - a23*a30,b09 = a21*a32 - a22*a31,b10 = a21*a33 - a23*a31,b11 = a22*a33 - a23*a32,det = b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06;return matrix<T, 4, 4>(a11*b11 - a12*b10 + a13*b09,a02*b10 - a01*b11 - a03*b09,a31*b05 - a32*b04 + a33*b03,a22*b04 - a21*b05 - a23*b03,a12*b08 - a10*b11 - a13*b07,a00*b11 - a02*b08 + a03*b07,a32*b02 - a30*b05 - a33*b01,a20*b05 - a22*b02 + a23*b01,a10*b10 - a11*b08 + a13*b06,a01*b08 - a00*b10 - a03*b06,a30*b04 - a31*b02 + a33*b00,a21*b02 - a20*b04 - a23*b00,a11*b07 - a10*b09 - a12*b06,a00*b09 - a01*b07 + a02*b06,a31*b01 - a30*b03 - a32*b00,a20*b03 - a21*b01 + a22*b00) * (1/det);}fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 17 Outputs _out; 18 (void)_out; 19 const float2x2 matrix2x2 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); 20 float2x2 inv2x2 = float2x2(float2(-2.0, 1.0), float2(1.5, -0.5)); 21 float3x3 inv3x3 = float3x3(float3(-24.0, 18.0, 5.0), float3(20.0, -15.0, -4.0), float3(-5.0, 4.0, 1.0)); 22 float4x4 inv4x4 = float4x4(float4(-2.0, -0.5, 1.0, 0.5), float4(1.0, 0.5, 0.0, -0.5), float4(-8.0, -1.0, 2.0, 2.0), float4(3.0, 0.5, -1.0, -0.5)); 23 float Zero = float(_uniforms.colorGreen.z); 24 _out.sk_FragColor = (((((float2x2(float2(-2.0, 1.0), float2(1.5, -0.5)) == inv2x2 && float3x3(float3(-24.0, 18.0, 5.0), float3(20.0, -15.0, -4.0), float3(-5.0, 4.0, 1.0)) == inv3x3) && float4x4(float4(-2.0, -0.5, 1.0, 0.5), float4(1.0, 0.5, 0.0, -0.5), float4(-8.0, -1.0, 2.0, 2.0), float4(3.0, 0.5, -1.0, -0.5)) == inv4x4) && mat3_inverse(float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0))) != inv3x3) && mat2_inverse(matrix2x2 + (float2x2(1.0, 1.0, 1.0, 1.0) * Zero)) == inv2x2) && mat3_inverse(float3x3(float3(1.0, 2.0, 3.0), float3(0.0, 1.0, 4.0), float3(5.0, 6.0, 0.0)) + (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * Zero)) == inv3x3) && mat4_inverse(float4x4(float4(1.0, 0.0, 0.0, 1.0), float4(0.0, 2.0, 1.0, 2.0), float4(2.0, 1.0, 0.0, 1.0), float4(2.0, 0.0, 1.0, 4.0)) + (float4x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * Zero)) == inv4x4 ? _uniforms.colorGreen : _uniforms.colorRed; 25 return _out; 26} 27