#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; struct Globals { float2 glob; }; float4 fn_h4hh2h2h3(thread Outputs& _out, thread Globals& _globals, float a, thread float2& b, thread float2& c, thread float3& d); float4 _skOutParamHelper0_fn_h4hh2h2h3(thread Outputs& _out, thread Globals& _globals, float _var0, thread float3& b, thread float2& glob, thread float3x3& d) { float2 _var1; float2 _var2 = glob.yx; float3 _var3 = d[1].zyx; float4 _skResult = fn_h4hh2h2h3(_out, _globals, _var0, _var1, _var2, _var3); b.yz = _var1; glob.yx = _var2; d[1].zyx = _var3; return _skResult; } float4 fn_h4hh2h2h3(thread Outputs& _out, thread Globals& _globals, float a, thread float2& b, thread float2& c, thread float3& d) { a = _out.sk_FragColor.x + a; b = _out.sk_FragColor.yz - _globals.glob.y; c *= a; d = _out.sk_FragColor.www / d; return float4(a, b.x, c.y, d.x); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Globals _globals{float2(1.0)}; (void)_globals; Outputs _out; (void)_out; float2 a = float2(1.0); float3 b = float3(2.0); float3x3 d = float3x3(4.0); _out.sk_FragColor = _skOutParamHelper0_fn_h4hh2h2h3(_out, _globals, a.x, b, _globals.glob, d); return _out; }