#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; 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, thread float4* const tint_symbol_4) { int i = 0; float const x_51 = x_6.injectionSwitch.x; i = int(x_51); int const x_8 = i; switch(x_8) { case 0: { while (true) { int const x_9 = i; i = as_type((as_type(x_9) + as_type(1))); int const x_11 = i; switch(x_11) { case 2: { int const x_12 = i; i = as_type((as_type(x_12) + as_type(5))); break; } case 1: { { int const x_16 = i; if ((x_16 > 200)) { } else { break; } } continue; break; } default: { int const x_14 = i; i = as_type((as_type(x_14) + as_type(7))); break; } } { int const x_16 = i; if ((x_16 > 200)) { } else { break; } } } int const x_17 = i; if ((x_17 > 100)) { int const x_18 = i; i = as_type((as_type(x_18) - as_type(2))); break; } /* fallthrough */ } default: { int const x_20 = i; i = as_type((as_type(x_20) - as_type(3))); break; } } int const x_22 = i; if ((x_22 == -2)) { *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 1.0f); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, &(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; }