#include using namespace metal; struct tint_array_wrapper { int arr[10]; }; struct QuicksortObject { tint_array_wrapper numbers; }; struct buf0 { /* 0x0000 */ packed_float2 resolution; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; void swap_i1_i1_(thread int* const i, thread int* const j, float3x3 x_228, thread QuicksortObject* const tint_symbol_5) { int temp = 0; int const x_230 = *(i); int const x_232 = (*(tint_symbol_5)).numbers.arr[x_230]; temp = x_232; int const x_233 = *(i); int const x_234 = *(j); int const x_236 = (*(tint_symbol_5)).numbers.arr[x_234]; (*(tint_symbol_5)).numbers.arr[x_233] = x_236; int const x_238 = *(j); int const x_239 = temp; (*(tint_symbol_5)).numbers.arr[x_238] = x_239; return; } int performPartition_i1_i1_(thread int* const l, thread int* const h, thread QuicksortObject* const tint_symbol_6) { int pivot = 0; int i_1 = 0; int j_1 = 0; int param = 0; int param_1 = 0; int param_2 = 0; int param_3 = 0; int const x_242 = *(h); int const x_244 = (*(tint_symbol_6)).numbers.arr[x_242]; pivot = x_244; int const x_245 = *(l); i_1 = (x_245 - 1); int const x_247 = *(l); j_1 = x_247; while (true) { int const x_252 = j_1; int const x_253 = *(h); if ((x_252 <= (x_253 - 1))) { } else { break; } int const x_257 = j_1; int const x_259 = (*(tint_symbol_6)).numbers.arr[x_257]; int const x_260 = pivot; if ((x_259 <= x_260)) { int const x_264 = i_1; i_1 = (x_264 + 1); int const x_266 = i_1; param = x_266; int const x_267 = j_1; param_1 = x_267; swap_i1_i1_(&(param), &(param_1), float3x3(float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f)), tint_symbol_6); } { int const x_269 = j_1; j_1 = (x_269 + 1); } } int const x_271 = i_1; i_1 = (x_271 + 1); int const x_273 = i_1; param_2 = x_273; int const x_274 = *(h); param_3 = x_274; swap_i1_i1_(&(param_2), &(param_3), float3x3(float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f)), tint_symbol_6); int const x_276 = i_1; return x_276; } void quicksort_(thread QuicksortObject* const tint_symbol_7) { int l_1 = 0; int h_1 = 0; int top = 0; tint_array_wrapper stack = {}; int p = 0; int param_4 = 0; int param_5 = 0; l_1 = 0; h_1 = 9; top = -1; int const x_278 = top; int const x_279 = (x_278 + 1); top = x_279; int const x_280 = l_1; stack.arr[x_279] = x_280; int const x_282 = top; int const x_283 = (x_282 + 1); top = x_283; int const x_284 = h_1; stack.arr[x_283] = x_284; while (true) { int const x_290 = top; if ((x_290 >= 0)) { } else { break; } int const x_293 = top; top = (x_293 - 1); int const x_296 = stack.arr[x_293]; h_1 = x_296; int const x_297 = top; top = (x_297 - 1); int const x_300 = stack.arr[x_297]; l_1 = x_300; int const x_301 = l_1; param_4 = x_301; int const x_302 = h_1; param_5 = x_302; int const x_303 = performPartition_i1_i1_(&(param_4), &(param_5), tint_symbol_7); p = x_303; int const x_304 = p; int const x_306 = l_1; if (((x_304 - 1) > x_306)) { int const x_310 = top; int const x_311 = (x_310 + 1); top = x_311; int const x_312 = l_1; stack.arr[x_311] = x_312; int const x_314 = top; int const x_315 = (x_314 + 1); top = x_315; int const x_316 = p; stack.arr[x_315] = (x_316 - 1); } int const x_319 = p; int const x_321 = h_1; if (((x_319 + 1) < x_321)) { int const x_325 = top; int const x_326 = (x_325 + 1); top = x_326; int const x_327 = p; stack.arr[x_326] = (x_327 + 1); int const x_330 = top; int const x_331 = (x_330 + 1); top = x_331; int const x_332 = h_1; stack.arr[x_331] = x_332; } } return; } void main_1(constant buf0& x_32, thread QuicksortObject* const tint_symbol_8, thread float4* const tint_symbol_9, thread float4* const tint_symbol_10) { int i_2 = 0; float2 uv = 0.0f; float3 color = 0.0f; i_2 = 0; while (true) { int const x_89 = i_2; if ((x_89 < 10)) { } else { break; } int const x_92 = i_2; int const x_93 = i_2; (*(tint_symbol_8)).numbers.arr[x_92] = (10 - x_93); int const x_96 = i_2; int const x_97 = i_2; int const x_99 = (*(tint_symbol_8)).numbers.arr[x_97]; int const x_100 = i_2; int const x_102 = (*(tint_symbol_8)).numbers.arr[x_100]; (*(tint_symbol_8)).numbers.arr[x_96] = (x_99 * x_102); { int const x_105 = i_2; i_2 = (x_105 + 1); } } quicksort_(tint_symbol_8); float4 const x_108 = *(tint_symbol_9); float2 const x_111 = x_32.resolution; uv = (float2(x_108.x, x_108.y) / x_111); color = float3(1.0f, 2.0f, 3.0f); int const x_114 = (*(tint_symbol_8)).numbers.arr[0]; float const x_117 = color.x; color.x = (x_117 + float(x_114)); float const x_121 = uv.x; if ((x_121 > 0.25f)) { int const x_126 = (*(tint_symbol_8)).numbers.arr[1]; float const x_129 = color.x; color.x = (x_129 + float(x_126)); } float const x_133 = uv.x; if ((x_133 > 0.5f)) { int const x_138 = (*(tint_symbol_8)).numbers.arr[2]; float const x_141 = color.y; color.y = (x_141 + float(x_138)); } float const x_145 = uv.x; if ((x_145 > 0.75f)) { int const x_150 = (*(tint_symbol_8)).numbers.arr[3]; float const x_153 = color.z; color.z = (x_153 + float(x_150)); } int const x_157 = (*(tint_symbol_8)).numbers.arr[4]; float const x_160 = color.y; color.y = (x_160 + float(x_157)); float const x_164 = uv.y; if ((x_164 > 0.25f)) { int const x_169 = (*(tint_symbol_8)).numbers.arr[5]; float const x_172 = color.x; color.x = (x_172 + float(x_169)); } float const x_176 = uv.y; if ((x_176 > 0.5f)) { int const x_181 = (*(tint_symbol_8)).numbers.arr[6]; float const x_184 = color.y; color.y = (x_184 + float(x_181)); } float const x_188 = uv.y; if ((x_188 > 0.75f)) { int const x_193 = (*(tint_symbol_8)).numbers.arr[7]; float const x_196 = color.z; color.z = (x_196 + float(x_193)); } int const x_200 = (*(tint_symbol_8)).numbers.arr[8]; float const x_203 = color.z; color.z = (x_203 + float(x_200)); float const x_207 = uv.x; float const x_209 = uv.y; if ((fabs((x_207 - x_209)) < 0.25f)) { int const x_216 = (*(tint_symbol_8)).numbers.arr[9]; float const x_219 = color.x; color.x = (x_219 + float(x_216)); } float3 const x_222 = color; float3 const x_223 = normalize(x_222); *(tint_symbol_10) = float4(x_223.x, x_223.y, x_223.z, 1.0f); return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_32 [[buffer(0)]]) { thread float4 tint_symbol_11 = 0.0f; thread QuicksortObject tint_symbol_12 = {}; thread float4 tint_symbol_13 = 0.0f; tint_symbol_11 = gl_FragCoord_param; main_1(x_32, &(tint_symbol_12), &(tint_symbol_11), &(tint_symbol_13)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_13}; tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }