#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 resolution; }; struct tint_array_wrapper { int arr[16]; }; struct tint_array_wrapper_1 { float4 arr[8]; }; struct tint_array_wrapper_2 { float4 arr[16]; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; bool collision_vf2_vf4_(thread float2* const pos, thread float4* const quad) { float const x_114 = (*(pos)).x; float const x_116 = (*(quad)).x; if ((x_114 < x_116)) { return false; } float const x_121 = (*(pos)).y; float const x_123 = (*(quad)).y; if ((x_121 < x_123)) { return false; } float const x_128 = (*(pos)).x; float const x_130 = (*(quad)).x; float const x_132 = (*(quad)).z; if ((x_128 > (x_130 + x_132))) { return false; } float const x_138 = (*(pos)).y; float const x_140 = (*(quad)).y; float const x_142 = (*(quad)).w; if ((x_138 > (x_140 + x_142))) { return false; } return true; } float4 match_vf2_(thread float2* const pos_1) { float4 res = 0.0f; int i = 0; float2 param = 0.0f; float4 param_1 = 0.0f; tint_array_wrapper_1 indexable = {}; tint_array_wrapper_1 indexable_1 = {}; tint_array_wrapper_1 indexable_2 = {}; tint_array_wrapper_2 indexable_3 = {}; res = float4(0.5f, 0.5f, 1.0f, 1.0f); i = 0; while (true) { int const x_152 = i; if ((x_152 < 8)) { } else { break; } int const x_155 = i; float2 const x_156 = *(pos_1); param = x_156; tint_array_wrapper_1 const tint_symbol_4 = {.arr={float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)}}; indexable = tint_symbol_4; float4 const x_158 = indexable.arr[x_155]; param_1 = x_158; bool const x_159 = collision_vf2_vf4_(&(param), &(param_1)); if (x_159) { int const x_162 = i; tint_array_wrapper_1 const tint_symbol_5 = {.arr={float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)}}; indexable_1 = tint_symbol_5; float const x_164 = indexable_1.arr[x_162].x; int const x_166 = i; tint_array_wrapper_1 const tint_symbol_6 = {.arr={float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)}}; indexable_2 = tint_symbol_6; float const x_168 = indexable_2.arr[x_166].y; int const x_171 = i; tint_array_wrapper_2 const tint_symbol_7 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}}; indexable_3 = tint_symbol_7; float4 const x_177 = indexable_3.arr[((((int(x_164) * int(x_168)) + (x_171 * 9)) + 11) % 16)]; res = x_177; } { int const x_178 = i; i = (x_178 + 1); } } float4 const x_180 = res; return x_180; } void main_1(constant buf0& x_20, thread float4* const tint_symbol_9, thread float4* const tint_symbol_10) { float2 lin = 0.0f; float2 param_2 = 0.0f; float4 const x_102 = *(tint_symbol_9); float2 const x_105 = x_20.resolution; lin = (float2(x_102.x, x_102.y) / x_105); float2 const x_107 = lin; lin = floor((x_107 * 32.0f)); float2 const x_110 = lin; param_2 = x_110; float4 const x_111 = match_vf2_(&(param_2)); *(tint_symbol_10) = x_111; return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_20 [[buffer(0)]]) { thread float4 tint_symbol_11 = 0.0f; thread float4 tint_symbol_12 = 0.0f; tint_symbol_11 = gl_FragCoord_param; main_1(x_20, &(tint_symbol_11), &(tint_symbol_12)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_12}; tint_symbol_2 const tint_symbol_8 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_8; }