#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void x_51() { discard_fragment(); } void main_1(constant buf0& x_5, thread float4* const tint_symbol_4) { while (true) { bool x_31 = false; bool x_30_phi = false; x_30_phi = false; while (true) { bool x_31_phi = false; bool const x_30 = x_30_phi; while (true) { float4 x_52 = 0.0f; float4 x_54 = 0.0f; float4 x_55_phi = 0.0f; float const x_36 = x_5.injectionSwitch.y; x_31_phi = x_30; if ((x_36 > 0.0f)) { } else { break; } while (true) { float const x_46 = x_5.injectionSwitch.x; if ((x_46 > 0.0f)) { x_51(); x_52 = float4(0.0f, 0.0f, 0.0f, 0.0f); x_55_phi = x_52; break; } x_54 = (float4(1.0f, 0.0f, 0.0f, 1.0f) + float4(x_46, x_46, x_46, x_46)); x_55_phi = x_54; break; } float4 const x_55 = x_55_phi; *(tint_symbol_4) = x_55; x_31_phi = true; break; } x_31 = x_31_phi; if (x_31) { break; } else { { x_30_phi = x_31; } continue; } { x_30_phi = x_31; } } if (x_31) { break; } break; } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_5 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_5, &(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; }