#include using namespace metal; struct buf0 { /* 0x0000 */ float two; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf0& x_8, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) { float a = 0.0f; float b = 0.0f; float const x_33 = (*(tint_symbol_3)).x; a = dfdx(cos(x_33)); float const x_37 = x_8.two; float const x_38 = a; b = mix(2.0f, x_37, x_38); float const x_40 = b; float const x_42 = b; if (((x_40 >= 1.899999976f) && (x_42 <= 2.099999905f))) { *(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; } main_out tint_symbol_inner(constant buf0& x_8, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { *(tint_symbol_5) = gl_FragCoord_param; main_1(x_8, tint_symbol_5, tint_symbol_6); main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_8 [[buffer(0)]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; main_out const inner_result = tint_symbol_inner(x_8, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }