| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct main_out { |
| float4 x_GLF_color_1; |
| }; |
| struct tint_symbol_1 { |
| float4 x_GLF_color_1 [[color(0)]]; |
| }; |
| |
| void main_1(thread float4* const tint_symbol_4) { |
| float2x2 m = float2x2(0.0f); |
| m = float2x2(float2(1.0f, 2.0f), float2(3.0f, 4.0f)); |
| float2x2 const x_26 = m; |
| float2x2 const x_28 = m; |
| float2x2 const x_30 = (transpose(x_26) * transpose(x_28)); |
| float2x2 const x_31 = m; |
| float2x2 const x_32 = m; |
| float2x2 const x_34 = transpose((x_31 * x_32)); |
| if ((all((x_30[0u] == x_34[0u])) & all((x_30[1u] == x_34[1u])))) { |
| *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| return; |
| } |
| |
| fragment tint_symbol_1 tint_symbol() { |
| thread float4 tint_symbol_5 = 0.0f; |
| main_1(&(tint_symbol_5)); |
| main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5}; |
| tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; |
| return tint_symbol_3; |
| } |
| |