#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct tint_array_wrapper { int arr[10]; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf0& x_8, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { tint_array_wrapper temp = {}; tint_array_wrapper data = {}; float x_180 = 0.0f; float x_279 = 0.0f; int x_65_phi = 0; int x_93_phi = 0; int x_102_phi = 0; float x_280_phi = 0.0f; float const x_62 = x_8.injectionSwitch.x; int const x_63 = int(x_62); x_65_phi = x_63; while (true) { int const x_65 = x_65_phi; switch(x_65) { case 9: { data.arr[x_65] = -5; break; } case 8: { data.arr[x_65] = -4; break; } case 7: { data.arr[x_65] = -3; break; } case 6: { data.arr[x_65] = -2; break; } case 5: { data.arr[x_65] = -1; break; } case 4: { data.arr[x_65] = 0; break; } case 3: { data.arr[x_65] = 1; break; } case 2: { data.arr[x_65] = 2; break; } case 1: { data.arr[x_65] = 3; break; } case 0: { data.arr[x_65] = 4; break; } default: { break; } } int const x_66 = (x_65 + 1); { x_65_phi = x_66; if ((x_66 < 10)) { } else { break; } } } x_93_phi = 0; while (true) { int x_94 = 0; int const x_93 = x_93_phi; if ((x_93 < 10)) { } else { break; } { int const x_99 = data.arr[x_93]; temp.arr[x_93] = x_99; x_94 = (x_93 + 1); x_93_phi = x_94; } } x_102_phi = 1; while (true) { int x_103 = 0; int x_109_phi = 0; int const x_102 = x_102_phi; if ((x_102 <= 9)) { } else { break; } x_109_phi = 0; while (true) { int x_121 = 0; int x_126 = 0; int x_121_phi = 0; int x_124_phi = 0; int x_126_phi = 0; int x_148_phi = 0; int x_151_phi = 0; int x_161_phi = 0; int const x_109 = x_109_phi; if ((x_109 < 9)) { } else { break; } int const x_115 = (x_109 + x_102); int const x_116 = (x_115 - 1); int const x_110 = (x_109 + (2 * x_102)); int const x_119 = min((x_110 - 1), 9); x_121_phi = x_109; x_124_phi = x_115; x_126_phi = x_109; while (true) { int x_141 = 0; int x_144 = 0; int x_125_phi = 0; int x_127_phi = 0; x_121 = x_121_phi; int const x_124 = x_124_phi; x_126 = x_126_phi; if (((x_126 <= x_116) & (x_124 <= x_119))) { } else { break; } int const x_133_save = x_126; int const x_134 = data.arr[x_133_save]; int const x_135_save = x_124; int const x_136 = data.arr[x_135_save]; int const x_122 = as_type((x_121 + as_type(1))); if ((x_134 < x_136)) { x_141 = as_type((x_126 + as_type(1))); int const x_142 = data.arr[x_133_save]; temp.arr[x_121] = x_142; x_125_phi = x_124; x_127_phi = x_141; } else { x_144 = (x_124 + 1); int const x_145 = data.arr[x_135_save]; temp.arr[x_121] = x_145; x_125_phi = x_144; x_127_phi = x_126; } int const x_125 = x_125_phi; int const x_127 = x_127_phi; { x_121_phi = x_122; x_124_phi = x_125; x_126_phi = x_127; } } x_148_phi = x_121; x_151_phi = x_126; while (true) { int x_149 = 0; int x_152 = 0; int const x_148 = x_148_phi; int const x_151 = x_151_phi; if (((x_151 < 10) & (x_151 <= x_116))) { } else { break; } { x_149 = (x_148 + 1); x_152 = (x_151 + 1); int const x_158 = data.arr[x_151]; temp.arr[x_148] = x_158; x_148_phi = x_149; x_151_phi = x_152; } } x_161_phi = x_109; while (true) { int x_162 = 0; int const x_161 = x_161_phi; if ((x_161 <= x_119)) { } else { break; } { int const x_167 = temp.arr[x_161]; data.arr[x_161] = x_167; x_162 = (x_161 + 1); x_161_phi = x_162; } } { x_109_phi = x_110; } } { x_103 = (2 * x_102); x_102_phi = x_103; } } int x_171 = 0; float x_189 = 0.0f; float x_278 = 0.0f; float x_279_phi = 0.0f; float const x_170 = (*(tint_symbol_5)).y; x_171 = int(x_170); if ((x_171 < 30)) { int const x_177 = data.arr[0]; x_180 = (0.5f + (float(x_177) * 0.100000001f)); x_280_phi = x_180; } else { float x_198 = 0.0f; float x_277 = 0.0f; float x_278_phi = 0.0f; if ((x_171 < 60)) { int const x_186 = data.arr[1]; x_189 = (0.5f + (float(x_186) * 0.100000001f)); x_279_phi = x_189; } else { float x_207 = 0.0f; float x_249 = 0.0f; float x_277_phi = 0.0f; if ((x_171 < 90)) { int const x_195 = data.arr[2]; x_198 = (0.5f + (float(x_195) * 0.100000001f)); x_278_phi = x_198; } else { if ((x_171 < 120)) { int const x_204 = data.arr[3]; x_207 = (0.5f + (float(x_204) * 0.100000001f)); x_277_phi = x_207; } else { float x_220 = 0.0f; float x_248 = 0.0f; float x_249_phi = 0.0f; float2 x_256_phi = 0.0f; int x_259_phi = 0; if ((x_171 < 150)) { discard_fragment(); } else { float x_229 = 0.0f; float x_247 = 0.0f; float x_248_phi = 0.0f; if ((x_171 < 180)) { int const x_217 = data.arr[5]; x_220 = (0.5f + (float(x_217) * 0.100000001f)); x_249_phi = x_220; } else { float x_238 = 0.0f; float x_246 = 0.0f; float x_247_phi = 0.0f; if ((x_171 < 210)) { int const x_226 = data.arr[6]; x_229 = (0.5f + (float(x_226) * 0.100000001f)); x_248_phi = x_229; } else { if ((x_171 < 240)) { int const x_235 = data.arr[7]; x_238 = (0.5f + (float(x_235) * 0.100000001f)); x_247_phi = x_238; } else { if ((x_171 < 270)) { } else { discard_fragment(); } int const x_243 = data.arr[8]; x_246 = (0.5f + (float(x_243) * 0.100000001f)); x_247_phi = x_246; } x_247 = x_247_phi; x_248_phi = x_247; } x_248 = x_248_phi; x_249_phi = x_248; } x_249 = x_249_phi; float const x_251 = x_8.injectionSwitch.y; bool const x_252 = (x_62 > x_251); if (x_252) { *(tint_symbol_6) = float4(1.0f, 1.0f, 1.0f, 1.0f); } x_256_phi = float2(1.0f, 1.0f); x_259_phi = 0; while (true) { float2 x_272 = 0.0f; int x_260 = 0; float2 x_273_phi = 0.0f; float2 const x_256 = x_256_phi; int const x_259 = x_259_phi; if ((x_259 <= 32)) { } else { break; } x_273_phi = x_256; if ((x_256.x < 0.0f)) { if (x_252) { discard_fragment(); } x_272 = x_256; x_272.y = (x_256.y + 1.0f); x_273_phi = x_272; } float2 const x_273 = x_273_phi; float2 x_257_1 = x_273; x_257_1.x = (x_273.x + x_273.y); float2 const x_257 = x_257_1; { x_260 = (x_259 + 1); x_256_phi = x_257; x_259_phi = x_260; } } } x_277_phi = x_249; } x_277 = x_277_phi; x_278_phi = x_277; } x_278 = x_278_phi; x_279_phi = x_278; } x_279 = x_279_phi; x_280_phi = x_279; } float const x_280 = x_280_phi; *(tint_symbol_6) = float4(x_280, x_280, x_280, 1.0f); return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_8 [[buffer(0)]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; tint_symbol_7 = gl_FragCoord_param; main_1(x_8, &(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; }