#include 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_3) { float4 v = 0.0f; float dist1 = 0.0f; float dist2 = 0.0f; v = float4(1.0f, 2.0f, 3.0f, 4.0f); float4 const x_30 = v; float4 const x_32 = v; float4 const x_34 = v; dist1 = distance(tanh(x_30), (sinh(x_32) / cosh(x_34))); float4 const x_38 = v; dist2 = distance(tanh(x_38), float4(0.761590004f, 0.964030027f, 0.995050013f, 0.999329984f)); float const x_41 = dist1; float const x_43 = dist2; if (((x_41 < 0.100000001f) && (x_43 < 0.100000001f))) { *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } main_out tint_symbol_inner(thread float4* const tint_symbol_4) { main_1(tint_symbol_4); main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol() { thread float4 tint_symbol_5 = 0.0f; main_out const inner_result = tint_symbol_inner(&(tint_symbol_5)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }