#include #include using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; float2x2 testMatrix2x2; float3x3 testMatrix3x3; half4 testInputs; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; thread bool operator==(const float2x2 left, const float2x2 right); thread bool operator!=(const float2x2 left, const float2x2 right); thread bool operator==(const float3x3 left, const float3x3 right); thread bool operator!=(const float3x3 left, const float3x3 right); thread bool operator==(const float3x2 left, const float3x2 right); thread bool operator!=(const float3x2 left, const float3x2 right); thread bool operator==(const float4x4 left, const float4x4 right); thread bool operator!=(const float4x4 left, const float4x4 right); thread bool operator==(const float2x4 left, const float2x4 right); thread bool operator!=(const float2x4 left, const float2x4 right); thread bool operator==(const float4x2 left, const float4x2 right); thread bool operator!=(const float4x2 left, const float4x2 right); thread bool operator==(const float2x2 left, const float2x2 right) { return all(left[0] == right[0]) && all(left[1] == right[1]); } thread bool operator!=(const float2x2 left, const float2x2 right) { return !(left == right); } template matrix outerProduct(const vec a, const vec b) { matrix result; for (int c = 0; c < C; ++c) { result[c] = a * b[c]; } return result; } thread bool operator==(const float3x3 left, const float3x3 right) { return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]); } thread bool operator!=(const float3x3 left, const float3x3 right) { return !(left == right); } thread bool operator==(const float3x2 left, const float3x2 right) { return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]); } thread bool operator!=(const float3x2 left, const float3x2 right) { return !(left == right); } thread bool operator==(const float4x4 left, const float4x4 right) { return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]) && all(left[3] == right[3]); } thread bool operator!=(const float4x4 left, const float4x4 right) { return !(left == right); } thread bool operator==(const float2x4 left, const float2x4 right) { return all(left[0] == right[0]) && all(left[1] == right[1]); } thread bool operator!=(const float2x4 left, const float2x4 right) { return !(left == right); } thread bool operator==(const float4x2 left, const float4x2 right) { return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]) && all(left[3] == right[3]); } thread bool operator!=(const float4x2 left, const float4x2 right) { return !(left == right); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; const float2 c12 = float2(1.0, 2.0); _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; return _out; }