#include using namespace metal; struct buf1 { /* 0x0000 */ int ten; }; struct buf0 { /* 0x0000 */ int minusEight; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf1& x_8, constant buf0& x_10, thread float4* const tint_symbol_4) { int a = 0; int b = 0; int i = 0; a = 0; b = 0; i = 0; while (true) { int const x_36 = i; int const x_38 = x_8.ten; if ((x_36 < x_38)) { } else { break; } int const x_41 = a; if ((x_41 > 5)) { break; } int const x_46 = x_10.minusEight; int const x_48 = a; a = (x_48 + (x_46 / -4)); int const x_50 = b; b = (x_50 + 1); { int const x_52 = i; i = (x_52 + 1); } } int const x_54 = b; if ((x_54 == 3)) { *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } fragment tint_symbol_1 tint_symbol(constant buf1& x_8 [[buffer(1)]], constant buf0& x_10 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_8, x_10, &(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; }