#include #include using namespace metal; struct Uniforms { float4 a; float4 b; uint2 c; uint2 d; int3 e; int3 f; }; 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; bool4 expectFFTT = bool4(false, false, true, true); bool4 expectTTFF = bool4(true, true, false, false); _out.sk_FragColor.x = float((_uniforms.a > _uniforms.b).x ? 1 : 0); _out.sk_FragColor.y = float((_uniforms.c > _uniforms.d).y ? 1 : 0); _out.sk_FragColor.z = float((_uniforms.e > _uniforms.f).z ? 1 : 0); _out.sk_FragColor.w = float(any(expectTTFF) || any(expectFFTT) ? 1 : 0); return _out; }