#include using namespace metal; struct buf0 { /* 0x0000 */ float one; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf0& x_6, thread float4* const tint_symbol_4) { float f = 0.0f; int a = 0; int b = 0; int c = 0; int i = 0; float3 v = 0.0f; float const x_42 = x_6.one; f = x_42; a = 1; b = 0; c = 1; i = 0; while (true) { int const x_47 = i; if ((x_47 < 3)) { } else { break; } int const x_50 = i; float const x_51 = f; int const x_52 = i; v[x_50] = (x_51 + float(x_52)); { int const x_56 = i; i = (x_56 + 1); } } float const x_59 = x_6.one; if ((x_59 == 1.0f)) { while (true) { *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); { int const x_67 = c; int const x_68 = a; int const x_69 = b; if (((x_67 & (x_68 | x_69)) == 0)) { } else { break; } } } float const x_74 = x_6.one; if ((x_74 == 1.0f)) { *(tint_symbol_4) = float4(1.0f, 1.0f, 1.0f, 1.0f); } } float const x_79 = v.x; float const x_83 = v.y; float const x_87 = v.z; float3 const x_90 = float3(select(0.0f, 1.0f, (x_79 == 1.0f)), select(1.0f, 0.0f, (x_83 == 2.0f)), select(1.0f, 0.0f, (x_87 == 3.0f))); float4 const x_91 = *(tint_symbol_4); *(tint_symbol_4) = float4(x_90.x, x_90.y, x_90.z, x_91.w); (*(tint_symbol_4)).w = 1.0f; return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, &(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; }