#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; bool test_int_b() { int one = 1; const int two = 2; int4 result; result.x = 1; result.y = 1; result.z = 1; result.w = int(all(-int2(-one, one + one) == -int2(one - two, 2)) ? 1 : 0); return bool(((result.x * result.y) * result.z) * result.w); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; const float _0_one = 1.0; float _1_two = 2.0; float4 _2_result; _2_result.x = 1.0; _2_result.y = 1.0; _2_result.z = float(all(-float4(_1_two) == float4(-_1_two, float3(-_1_two))) ? 1 : 0); _2_result.w = float(all(float2(1.0, -2.0) == -float2(_0_one - _1_two, _1_two)) ? 1 : 0); _out.sk_FragColor = bool(((_2_result.x * _2_result.y) * _2_result.z) * _2_result.w) && test_int_b() ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }