#include <metal_stdlib>
#include <simd/simd.h>
#ifdef __clang__
#pragma clang diagnostic ignored "-Wall"
#endif
using namespace metal;
constant const int minus = 2;
constant const int star = 3;
constant const int slash = 4;
struct Uniforms {
    half4 colorGreen;
    half4 colorRed;
    float4 testInputs;
};
struct Inputs {
};
struct Outputs {
    half4 sk_FragColor [[color(0)]];
};
float4 float4_from_float2x2(float2x2 x) {return float4(x[0].xy, x[1].xy);}bool test_bifffff22(Uniforms _uniforms, int op, float m11, float m12, float m21, float m22, float2x2 expected) {
    float one = float(_uniforms.colorRed.x);
    float2x2 m2 = float2x2(float2(m11 * one, m12 * one), float2(m21 * one, m22 * one));
    switch (op) {
        case 1:
            m2 = (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0) + m2;
            break;
        case 2:
            m2 -= (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0);
            break;
        case 3:
            m2 *= 2.0;
            break;
        case 4:
            m2 = m2 * 0.5;
            break;
    }
    return ((m2[0].x == expected[0].x && m2[0].y == expected[0].y) && m2[1].x == expected[1].x) && m2[1].y == expected[1].y;
}
bool divisionTest_b(Uniforms _uniforms) {
    float ten = float(_uniforms.colorRed.x * 10.0h);
    float2x2 mat = float2x2(float2(ten), float2(ten));
    float2x2 div = mat * (1.0 / _uniforms.testInputs.x);
    mat *= 1.0 / _uniforms.testInputs.x;
    return all((abs(float4_from_float2x2(div) + float4(8.0)) < float4(0.01))) && all((abs(float4_from_float2x2(mat) + float4(8.0)) < float4(0.01)));
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
    Outputs _out;
    (void)_out;
    float f1 = float(_uniforms.colorGreen.y);
    float f2 = float(2.0h * _uniforms.colorGreen.y);
    float f3 = float(3.0h * _uniforms.colorGreen.y);
    float f4 = float(4.0h * _uniforms.colorGreen.y);
    float2x2 _0_expected = float2x2(float2(f1 + 1.0, f2 + 1.0), float2(f3 + 1.0, f4 + 1.0));
    float _1_one = float(_uniforms.colorRed.x);
    float2x2 _2_m2 = float2x2(float2(f1 * _1_one, f2 * _1_one), float2(f3 * _1_one, f4 * _1_one));
    {
        _2_m2 = (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0) + _2_m2;
    }
    _out.sk_FragColor = ((((((_2_m2[0].x == _0_expected[0].x && _2_m2[0].y == _0_expected[0].y) && _2_m2[1].x == _0_expected[1].x) && _2_m2[1].y == _0_expected[1].y) && test_bifffff22(_uniforms, minus, f1, f2, f3, f4, float2x2(float2(f1 - 1.0, f2 - 1.0), float2(f3 - 1.0, f4 - 1.0)))) && test_bifffff22(_uniforms, star, f1, f2, f3, f4, float2x2(float2(f1 * 2.0, f2 * 2.0), float2(f3 * 2.0, f4 * 2.0)))) && test_bifffff22(_uniforms, slash, f1, f2, f3, f4, float2x2(float2(f1 * 0.5, f2 * 0.5), float2(f3 * 0.5, f4 * 0.5)))) && divisionTest_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed;
    return _out;
}
