#include using namespace metal; struct buf0 { /* 0x0000 */ int one; }; struct buf1 { /* 0x0000 */ int zero; }; 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_6, constant buf1& x_9, thread float4* const tint_symbol_4) { int i = 0; float4 v = 0.0f; *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); i = 0; while (true) { int const x_38 = i; int const x_40 = x_6.one; if ((x_38 < x_40)) { } else { break; } while (true) { int const x_48 = x_6.one; if ((x_48 == 1)) { *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); } { if (false) { } else { break; } } } { int const x_52 = i; i = as_type((as_type(x_52) + as_type(1))); } } int const x_55 = x_9.zero; v.y = float(x_55); float const x_59 = v.y; (*(tint_symbol_4)).y = x_59; return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]], constant buf1& x_9 [[buffer(1)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, x_9, &(tint_symbol_5)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5}; tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_3; }