1 #include <metal_stdlib>
12 half4 sk_FragColor [[color(0)]];
14 bool return_on_both_sides_b(Uniforms _uniforms) {
15 if (_uniforms.unknownInput == 1.0h) return true; else return true;
17 bool for_inside_body_b() {
18 for (int x = 0;x <= 10; ++x) {
22 bool after_for_body_b() {
23 for (int x = 0;x <= 10; ++x) {
27 bool for_with_double_sided_conditional_return_b(Uniforms _uniforms) {
28 for (int x = 0;x <= 10; ++x) {
29 if (_uniforms.unknownInput == 1.0h) return true; else return true;
32 bool if_else_chain_b(Uniforms _uniforms) {
33 if (_uniforms.unknownInput == 1.0h) return true; else if (_uniforms.unknownInput == 2.0h) return false; else if (_uniforms.unknownInput == 3.0h) return true; else if (_uniforms.unknownInput == 4.0h) return false; else return true;
35 fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
38 _out.sk_FragColor = ((((true && return_on_both_sides_b(_uniforms)) && for_inside_body_b()) && after_for_body_b()) && for_with_double_sided_conditional_return_b(_uniforms)) && if_else_chain_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed;