#include using namespace metal; struct buf0 { /* 0x0000 */ int 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_7, thread float4* const tint_symbol_4) { int a = 0; int i0 = 0; int i1 = 0; int i2 = 0; int i3 = 0; int i4 = 0; int i5 = 0; int i6 = 0; int i7 = 0; int i8_1 = 0; int i9 = 0; a = 0; i0 = 0; while (true) { int const x_40 = i0; int const x_42 = x_7.one; if ((x_40 < x_42)) { } else { break; } i1 = 0; while (true) { int const x_49 = i1; int const x_51 = x_7.one; if ((x_49 < x_51)) { } else { break; } i2 = 0; while (true) { int const x_58 = i2; int const x_60 = x_7.one; if ((x_58 < x_60)) { } else { break; } i3 = 0; while (true) { int const x_67 = i3; int const x_69 = x_7.one; if ((x_67 < (x_69 + 2))) { } else { break; } i4 = 0; while (true) { int const x_77 = i4; int const x_79 = x_7.one; if ((x_77 < x_79)) { } else { break; } i5 = 0; while (true) { int const x_86 = i5; int const x_88 = x_7.one; if ((x_86 < x_88)) { } else { break; } while (true) { int const x_96 = x_7.one; if ((x_96 > 0)) { } else { break; } i6 = 0; while (true) { int const x_103 = i6; int const x_105 = x_7.one; if ((x_103 < x_105)) { } else { break; } i7 = 0; while (true) { int const x_112 = i7; int const x_114 = x_7.one; if ((x_112 < x_114)) { } else { break; } i8_1 = 0; while (true) { int const x_121 = i8_1; int const x_123 = x_7.one; if ((x_121 < x_123)) { } else { break; } i9 = 0; while (true) { int const x_130 = i9; int const x_132 = x_7.one; if ((x_130 < x_132)) { } else { break; } int const x_135 = a; a = (x_135 + 1); { int const x_137 = i9; i9 = (x_137 + 1); } } { int const x_139 = i8_1; i8_1 = (x_139 + 1); } } { int const x_141 = i7; i7 = (x_141 + 1); } } { int const x_143 = i6; i6 = (x_143 + 1); } } break; } { int const x_145 = i5; i5 = (x_145 + 1); } } { int const x_147 = i4; i4 = (x_147 + 1); } } { int const x_149 = i3; i3 = (x_149 + 1); } } { int const x_151 = i2; i2 = (x_151 + 1); } } { int const x_153 = i1; i1 = (x_153 + 1); } } { int const x_155 = i0; i0 = (x_155 + 1); } } int const x_157 = a; if ((x_157 == 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 buf0& x_7 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_7, &(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; }