#include using namespace metal; struct buf0 { /* 0x0000 */ int injected; }; struct tint_array_wrapper { float arr[9]; }; 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_9, thread float4* const tint_symbol_4) { int idx = 0; float4x3 m43 = float4x3(0.0f); int ll_1 = 0; int GLF_live6rows = 0; int z = 0; int ll_2 = 0; int ctr = 0; float4x3 tempm43 = float4x3(0.0f); int ll_3 = 0; int c = 0; int d = 0; tint_array_wrapper GLF_live6sums = {}; idx = 0; m43 = float4x3(float3(1.0f, 0.0f, 0.0f), float3(0.0f, 1.0f, 0.0f), float3(0.0f, 0.0f, 1.0f), float3(0.0f, 0.0f, 0.0f)); ll_1 = 0; GLF_live6rows = 2; while (true) { int const x_18 = ll_1; int const x_19 = x_9.injected; if ((x_18 >= x_19)) { *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); break; } int const x_20 = ll_1; ll_1 = as_type((as_type(x_20) + as_type(1))); int const x_22 = x_9.injected; z = x_22; ll_2 = 0; ctr = 0; while (true) { int const x_23 = ctr; if ((x_23 < 1)) { } else { break; } int const x_24 = ll_2; int const x_25 = x_9.injected; if ((x_24 >= x_25)) { break; } int const x_26 = ll_2; ll_2 = as_type((as_type(x_26) + as_type(1))); float4x3 const x_98 = m43; tempm43 = x_98; ll_3 = 0; c = 0; while (true) { int const x_28 = z; if ((1 < x_28)) { } else { break; } d = 0; int const x_29 = c; int const x_30 = c; int const x_31 = c; int const x_32 = d; int const x_33 = d; int const x_34 = d; tempm43[select(0, x_31, ((x_29 >= 0) && (x_30 < 4)))][select(0, x_34, ((x_32 >= 0) && (x_33 < 3)))] = 1.0f; { int const x_35 = c; c = as_type((as_type(x_35) + as_type(1))); } } int const x_37 = idx; int const x_38 = idx; int const x_39 = idx; int const x_117 = select(0, x_39, ((x_37 >= 0) && (x_38 < 9))); int const x_40 = ctr; float const x_119 = m43[x_40].y; float const x_121 = GLF_live6sums.arr[x_117]; GLF_live6sums.arr[x_117] = (x_121 + x_119); { int const x_41 = ctr; ctr = as_type((as_type(x_41) + as_type(1))); } } int const x_43 = idx; idx = as_type((as_type(x_43) + as_type(1))); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_9 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(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; }