#include using namespace metal; struct tint_padded_array_element { /* 0x0000 */ int el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper { /* 0x0000 */ tint_padded_array_element arr[5]; }; struct buf0 { /* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; int func_f1_(constant buf0& x_8, thread float* const f) { int a = 0; int b = 0; int i = 0; int const x_60 = x_8.x_GLF_uniform_int_values.arr[1].el; a = x_60; int const x_62 = x_8.x_GLF_uniform_int_values.arr[2].el; b = x_62; int const x_64 = x_8.x_GLF_uniform_int_values.arr[2].el; i = x_64; while (true) { int const x_69 = i; int const x_71 = x_8.x_GLF_uniform_int_values.arr[4].el; if ((x_69 < x_71)) { } else { break; } int const x_74 = a; int const x_76 = x_8.x_GLF_uniform_int_values.arr[3].el; if ((x_74 > x_76)) { break; } float const x_80 = *(f); int const x_83 = x_8.x_GLF_uniform_int_values.arr[1].el; int const x_86 = i; a = ((int(x_80) - (x_83 / 2)) + x_86); int const x_88 = b; b = (x_88 + 1); { int const x_90 = i; i = (x_90 + 1); } } int const x_92 = b; int const x_94 = x_8.x_GLF_uniform_int_values.arr[0].el; if ((x_92 == x_94)) { int const x_100 = x_8.x_GLF_uniform_int_values.arr[1].el; return x_100; } else { int const x_102 = x_8.x_GLF_uniform_int_values.arr[2].el; return x_102; } return 0; } void main_1(constant buf0& x_8, thread float4* const tint_symbol_4) { float param = 0.0f; param = 0.699999988f; int const x_34 = func_f1_(x_8, &(param)); int const x_36 = x_8.x_GLF_uniform_int_values.arr[1].el; if ((x_34 == x_36)) { int const x_42 = x_8.x_GLF_uniform_int_values.arr[1].el; int const x_45 = x_8.x_GLF_uniform_int_values.arr[2].el; int const x_48 = x_8.x_GLF_uniform_int_values.arr[2].el; int const x_51 = x_8.x_GLF_uniform_int_values.arr[1].el; *(tint_symbol_4) = float4(float(x_42), float(x_45), float(x_48), float(x_51)); } else { int const x_55 = x_8.x_GLF_uniform_int_values.arr[2].el; float const x_56 = float(x_55); *(tint_symbol_4) = float4(x_56, x_56, x_56, x_56); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_8 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_8, &(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; }