#include using namespace metal; struct tint_symbol_1 { float4 value [[color(0)]]; }; void from_immediate_bool() { bool2 v2 = bool2(true); bool3 v3 = bool3(true); bool4 v4 = bool4(true); } void from_immediate_f32() { float2 v2 = float2(1.0f); float3 v3 = float3(1.0f); float4 v4 = float4(1.0f); } void from_immediate_i32() { int2 v2 = int2(1); int3 v3 = int3(1); int4 v4 = int4(1); } void from_immediate_u32() { uint2 v2 = uint2(1u); uint3 v3 = uint3(1u); uint4 v4 = uint4(1u); } void from_expression_bool() { bool2 v2 = bool2(true); bool3 v3 = bool3(true); bool4 v4 = bool4(true); } void from_expression_f32() { float2 v2 = float2((1.0f + 2.0f)); float3 v3 = float3((1.0f + 2.0f)); float4 v4 = float4((1.0f + 2.0f)); } void from_expression_i32() { int2 v2 = int2((1 + 2)); int3 v3 = int3((1 + 2)); int4 v4 = int4((1 + 2)); } void from_expression_u32() { uint2 v2 = uint2((1u + 2u)); uint3 v3 = uint3((1u + 2u)); uint4 v4 = uint4((1u + 2u)); } bool get_bool() { return true; } float get_f32() { return 1.0f; } int get_i32() { return 1; } uint get_u32() { return 1u; } void from_call_bool() { bool2 v2 = bool2(get_bool()); bool3 v3 = bool3(get_bool()); bool4 v4 = bool4(get_bool()); } void from_call_f32() { float2 v2 = float2(get_f32()); float3 v3 = float3(get_f32()); float4 v4 = float4(get_f32()); } void from_call_i32() { int2 v2 = int2(get_i32()); int3 v3 = int3(get_i32()); int4 v4 = int4(get_i32()); } void from_call_u32() { uint2 v2 = uint2(get_u32()); uint3 v3 = uint3(get_u32()); uint4 v4 = uint4(get_u32()); } void with_swizzle() { float a = float2(1.0f).y; float b = float3(1.0f).z; float c = float4(1.0f).w; } 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; }