#include using namespace metal; struct S { int f1; float2x2 f2; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { float2x2 x_41 = float2x2(0.0f); int x_6 = 0; float2x2 x_42 = float2x2(0.0f); float2x2 x_49_phi = float2x2(0.0f); float const x_44 = (*(tint_symbol_5)).x; if ((x_44 < 0.0f)) { x_42 = float2x2(float2(1.0f, 2.0f), float2(3.0f, 4.0f)); x_49_phi = float2x2(float2(1.0f, 2.0f), float2(3.0f, 4.0f)); } else { x_42 = float2x2(float2(0.5f, -0.5f), float2(-0.5f, 0.5f)); x_49_phi = float2x2(float2(0.5f, -0.5f), float2(-0.5f, 0.5f)); } float2x2 const x_49 = x_49_phi; S const x_51 = {.f1=1, .f2=transpose(x_49)}; int const x_52 = x_51.f1; x_6 = x_52; x_41 = x_51.f2; float2x2 const x_56 = x_41; float2x2 const x_59 = x_41; float2x2 const x_63 = x_41; float2x2 const x_66 = x_41; *(tint_symbol_6) = float4(float(x_52), (x_56[0u].x + x_59[1u].x), (x_63[0u].y + x_66[1u].y), float(x_52)); return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; tint_symbol_7 = gl_FragCoord_param; main_1(&(tint_symbol_7), &(tint_symbol_8)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_8}; tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }