#include 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; }