| #include <metal_stdlib> |
| #include <simd/simd.h> |
| 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; |
| } |