#include using namespace metal; struct buf2 { /* 0x0000 */ float one; }; struct tint_padded_array_element { /* 0x0000 */ float el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper { /* 0x0000 */ tint_padded_array_element arr[1]; }; struct buf0 { /* 0x0000 */ tint_array_wrapper x_GLF_uniform_float_values; }; struct tint_padded_array_element_1 { /* 0x0000 */ int el; /* 0x0004 */ int8_t tint_pad_1[12]; }; struct tint_array_wrapper_1 { /* 0x0000 */ tint_padded_array_element_1 arr[4]; }; struct buf1 { /* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_int_values; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; void func0_i1_(constant buf2& x_10, constant buf0& x_12, thread int* const x, thread float4x2* const tint_symbol_5) { int i = 0; bool x_137 = false; bool x_138 = false; bool x_138_phi = false; bool x_139_phi = false; int const x_124 = *(x); bool const x_125 = (x_124 < 1); x_139_phi = x_125; if (!(x_125)) { int const x_129 = *(x); bool const x_130 = (x_129 > 1); x_138_phi = x_130; if (x_130) { float const x_134 = x_10.one; float const x_136 = x_12.x_GLF_uniform_float_values.arr[0].el; x_137 = (x_134 > x_136); x_138_phi = x_137; } x_138 = x_138_phi; x_139_phi = x_138; } bool const x_139 = x_139_phi; if (x_139) { return; } float const x_143 = x_10.one; float const x_145 = x_12.x_GLF_uniform_float_values.arr[0].el; if ((x_143 == x_145)) { i = 0; while (true) { int const x_150 = i; if ((x_150 < 2)) { } else { break; } { int const x_154 = *(x); int const x_155 = clamp(x_154, 0, 3); int const x_156 = i; float const x_158 = x_12.x_GLF_uniform_float_values.arr[0].el; float const x_160 = (*(tint_symbol_5))[x_155][x_156]; (*(tint_symbol_5))[x_155][x_156] = (x_160 + x_158); int const x_163 = i; i = as_type((as_type(x_163) + as_type(1))); } } } return; } void func1_(constant buf2& x_10, constant buf0& x_12, thread float4* const tint_symbol_6, thread float4x2* const tint_symbol_7) { int param = 0; float const x_167 = (*(tint_symbol_6)).y; if ((x_167 < 0.0f)) { return; } param = 1; func0_i1_(x_10, x_12, &(param), tint_symbol_7); return; } void main_1(constant buf2& x_10, constant buf0& x_12, constant buf1& x_16, thread float4x2* const tint_symbol_8, thread float4* const tint_symbol_9, thread float4* const tint_symbol_10) { *(tint_symbol_8) = float4x2(float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f)); func1_(x_10, x_12, tint_symbol_9, tint_symbol_8); func1_(x_10, x_12, tint_symbol_9, tint_symbol_8); float4x2 const x_54 = *(tint_symbol_8); int const x_56 = x_16.x_GLF_uniform_int_values.arr[0].el; int const x_59 = x_16.x_GLF_uniform_int_values.arr[0].el; int const x_62 = x_16.x_GLF_uniform_int_values.arr[1].el; int const x_65 = x_16.x_GLF_uniform_int_values.arr[1].el; int const x_68 = x_16.x_GLF_uniform_int_values.arr[0].el; int const x_71 = x_16.x_GLF_uniform_int_values.arr[0].el; int const x_74 = x_16.x_GLF_uniform_int_values.arr[0].el; int const x_77 = x_16.x_GLF_uniform_int_values.arr[0].el; float4x2 const x_83 = float4x2(float2(float(x_56), float(x_59)), float2(float(x_62), float(x_65)), float2(float(x_68), float(x_71)), float2(float(x_74), float(x_77))); if ((((all((x_54[0u] == x_83[0u])) && all((x_54[1u] == x_83[1u]))) && all((x_54[2u] == x_83[2u]))) && all((x_54[3u] == x_83[3u])))) { int const x_107 = x_16.x_GLF_uniform_int_values.arr[3].el; int const x_110 = x_16.x_GLF_uniform_int_values.arr[0].el; int const x_113 = x_16.x_GLF_uniform_int_values.arr[0].el; int const x_116 = x_16.x_GLF_uniform_int_values.arr[3].el; *(tint_symbol_10) = float4(float(x_107), float(x_110), float(x_113), float(x_116)); } else { int const x_120 = x_16.x_GLF_uniform_int_values.arr[0].el; float const x_121 = float(x_120); *(tint_symbol_10) = float4(x_121, x_121, x_121, x_121); } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf2& x_10 [[buffer(2)]], constant buf0& x_12 [[buffer(0)]], constant buf1& x_16 [[buffer(1)]]) { thread float4 tint_symbol_11 = 0.0f; thread float4x2 tint_symbol_12 = float4x2(0.0f); thread float4 tint_symbol_13 = 0.0f; tint_symbol_11 = gl_FragCoord_param; main_1(x_10, x_12, x_16, &(tint_symbol_12), &(tint_symbol_11), &(tint_symbol_13)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_13}; tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }