#include #include using namespace metal; struct Uniforms { half4 testInputs; half4 colorGreen; half4 colorRed; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; struct sksl_synthetic_uniforms { float2 u_skRTFlip; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], constant sksl_synthetic_uniforms& _anonInterface0 [[buffer(1)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; half4 expected = half4(0.0h); _out.sk_FragColor = ((((((_anonInterface0.u_skRTFlip.y * dfdy(_uniforms.testInputs.x)) == expected.x && all((_anonInterface0.u_skRTFlip.y * dfdy(_uniforms.testInputs.xy)) == expected.xy)) && all((_anonInterface0.u_skRTFlip.y * dfdy(_uniforms.testInputs.xyz)) == expected.xyz)) && all((_anonInterface0.u_skRTFlip.y * dfdy(_uniforms.testInputs)) == expected)) && all(sign((_anonInterface0.u_skRTFlip.y * dfdy(coords.xx))) == float2(0.0, 0.0))) && all(sign((_anonInterface0.u_skRTFlip.y * dfdy(coords.yy))) == float2(1.0, 1.0))) && all(sign((_anonInterface0.u_skRTFlip.y * dfdy(coords))) == float2(0.0, 1.0)) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }