blob: afef45645d1b630af457656bd63c7182fc661a36 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct tint_symbol_1 {
float4 value [[color(0)]];
};
void bitwise_i32() {
int s1 = 0;
int s2 = 0;
int3 v1 = 0;
int3 v2 = 0;
s1 = (s1 | s2);
s1 = (s1 & s2);
s1 = (s1 ^ s2);
v1 = (v1 | v2);
v1 = (v1 & v2);
v1 = (v1 ^ v2);
}
void bitwise_u32() {
uint s1 = 0u;
uint s2 = 0u;
uint3 v1 = 0u;
uint3 v2 = 0u;
s1 = (s1 | s2);
s1 = (s1 & s2);
s1 = (s1 ^ s2);
v1 = (v1 | v2);
v1 = (v1 & v2);
v1 = (v1 ^ v2);
}
void vector_scalar_f32() {
float3 v = 0.0f;
float s = 0.0f;
float3 r = 0.0f;
r = (v + s);
r = (v - s);
r = (v * s);
r = (v / s);
}
void vector_scalar_i32() {
int3 v = 0;
int s = 0;
int3 r = 0;
r = (v + s);
r = (v - s);
r = (v * s);
r = (v / s);
r = (v % s);
}
void vector_scalar_u32() {
uint3 v = 0u;
uint s = 0u;
uint3 r = 0u;
r = (v + s);
r = (v - s);
r = (v * s);
r = (v / s);
r = (v % s);
}
void scalar_vector_f32() {
float3 v = 0.0f;
float s = 0.0f;
float3 r = 0.0f;
r = (s + v);
r = (s - v);
r = (s * v);
r = (s / v);
}
void scalar_vector_i32() {
int3 v = 0;
int s = 0;
int3 r = 0;
r = (s + v);
r = (s - v);
r = (s * v);
r = (s / v);
r = (s % v);
}
void scalar_vector_u32() {
uint3 v = 0u;
uint s = 0u;
uint3 r = 0u;
r = (s + v);
r = (s - v);
r = (s * v);
r = (s / v);
r = (s % v);
}
void matrix_matrix_f32() {
float3x4 m34 = float3x4(0.0f);
float4x3 m43 = float4x3(0.0f);
float3x3 m33 = float3x3(0.0f);
float4x4 m44 = float4x4(0.0f);
m34 = (m34 + m34);
m34 = (m34 - m34);
m33 = (m43 * m34);
m44 = (m34 * m43);
}
fragment tint_symbol_1 tint_symbol() {
tint_symbol_1 const tint_symbol_2 = {.value=float4(0.0f, 0.0f, 0.0f, 0.0f)};
return tint_symbol_2;
}