1 #include <metal_stdlib>
7 float2x2 testMatrix2x2;
8 float3x3 testMatrix3x3;
14 half4 sk_FragColor [[color(0)]];
17 thread bool operator==(const float2x2 left, const float2x2 right);
18 thread bool operator!=(const float2x2 left, const float2x2 right);
20 thread bool operator==(const float3x3 left, const float3x3 right);
21 thread bool operator!=(const float3x3 left, const float3x3 right);
23 thread bool operator==(const float3x2 left, const float3x2 right);
24 thread bool operator!=(const float3x2 left, const float3x2 right);
26 thread bool operator==(const float4x4 left, const float4x4 right);
27 thread bool operator!=(const float4x4 left, const float4x4 right);
29 thread bool operator==(const float2x4 left, const float2x4 right);
30 thread bool operator!=(const float2x4 left, const float2x4 right);
32 thread bool operator==(const float4x2 left, const float4x2 right);
33 thread bool operator!=(const float4x2 left, const float4x2 right);
34 thread bool operator==(const float2x2 left, const float2x2 right) {
35 return all(left[0] == right[0]) &&
36 all(left[1] == right[1]);
38 thread bool operator!=(const float2x2 left, const float2x2 right) {
39 return !(left == right);
42 template <typename T, int C, int R>
43 matrix<T, C, R> outerProduct(const vec<T, R> a, const vec<T, C> b) {
44 matrix<T, C, R> result;
45 for (int c = 0; c < C; ++c) {
50 thread bool operator==(const float3x3 left, const float3x3 right) {
51 return all(left[0] == right[0]) &&
52 all(left[1] == right[1]) &&
53 all(left[2] == right[2]);
55 thread bool operator!=(const float3x3 left, const float3x3 right) {
56 return !(left == right);
58 thread bool operator==(const float3x2 left, const float3x2 right) {
59 return all(left[0] == right[0]) &&
60 all(left[1] == right[1]) &&
61 all(left[2] == right[2]);
63 thread bool operator!=(const float3x2 left, const float3x2 right) {
64 return !(left == right);
66 thread bool operator==(const float4x4 left, const float4x4 right) {
67 return all(left[0] == right[0]) &&
68 all(left[1] == right[1]) &&
69 all(left[2] == right[2]) &&
70 all(left[3] == right[3]);
72 thread bool operator!=(const float4x4 left, const float4x4 right) {
73 return !(left == right);
75 thread bool operator==(const float2x4 left, const float2x4 right) {
76 return all(left[0] == right[0]) &&
77 all(left[1] == right[1]);
79 thread bool operator!=(const float2x4 left, const float2x4 right) {
80 return !(left == right);
82 thread bool operator==(const float4x2 left, const float4x2 right) {
83 return all(left[0] == right[0]) &&
84 all(left[1] == right[1]) &&
85 all(left[2] == right[2]) &&
86 all(left[3] == right[3]);
88 thread bool operator!=(const float4x2 left, const float4x2 right) {
89 return !(left == right);
91 fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
94 const float2 c12 = float2(1.0, 2.0);
95 _out.sk_FragColor = ((((outerProduct(_uniforms.testMatrix2x2[0], _uniforms.testMatrix2x2[1]) == float2x2(float2(3.0, 6.0), float2(4.0, 8.0)) && outerProduct(_uniforms.testMatrix3x3[0], _uniforms.testMatrix3x3[1]) == float3x3(float3(4.0, 8.0, 12.0), float3(5.0, 10.0, 15.0), float3(6.0, 12.0, 18.0))) && outerProduct(_uniforms.testMatrix2x2[0], _uniforms.testMatrix3x3[1]) == float3x2(float2(4.0, 8.0), float2(5.0, 10.0), float2(6.0, 12.0))) && float4x4(outerProduct(_uniforms.testInputs, half4(1.0h, 0.0h, 0.0h, 2.0h))) == float4x4(float4(-1.25, 0.0, 0.75, 2.25), float4(0.0, 0.0, 0.0, 0.0), float4(0.0, 0.0, 0.0, 0.0), float4(-2.5, 0.0, 1.5, 4.5))) && outerProduct(float4(_uniforms.testInputs), c12) == float2x4(float4(-1.25, 0.0, 0.75, 2.25), float4(-2.5, 0.0, 1.5, 4.5))) && outerProduct(c12, float4(_uniforms.testInputs)) == float4x2(float2(-1.25, -2.5), float2(0.0, 0.0), float2(0.75, 1.5), float2(2.25, 4.5)) ? _uniforms.colorGreen : _uniforms.colorRed;