1 #include <metal_stdlib>
11 half4 sk_FragColor [[color(0)]];
13 float _skOutParamHelper0_frexp(float _var0, thread int4& exp) {
15 float _skResult = frexp(_var0, _var1);
19 float2 _skOutParamHelper1_frexp(float2 _var0, thread int4& exp) {
21 float2 _skResult = frexp(_var0, _var1);
25 float3 _skOutParamHelper2_frexp(float3 _var0, thread int4& exp) {
27 float3 _skResult = frexp(_var0, _var1);
31 float4 _skOutParamHelper3_frexp(float4 _var0, thread int4& exp) {
33 float4 _skResult = frexp(_var0, _var1);
37 fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
40 float4 value = float4(_uniforms.colorGreen.yyyy * 6.0h);
44 result.x = _skOutParamHelper0_frexp(value.x, exp);
45 ok.x = result.x == 0.75 && exp.x == 3;
46 result.xy = _skOutParamHelper1_frexp(value.xy, exp);
47 ok.y = result.y == 0.75 && exp.y == 3;
48 result.xyz = _skOutParamHelper2_frexp(value.xyz, exp);
49 ok.z = result.z == 0.75 && exp.z == 3;
50 result = _skOutParamHelper3_frexp(value, exp);
51 ok.w = result.w == 0.75 && exp.w == 3;
52 _out.sk_FragColor = all(ok) ? _uniforms.colorGreen : _uniforms.colorRed;