#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; 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_7, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { int i = 0; int i_1 = 0; int i_2 = 0; *(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f); i = 0; float const x_35 = x_7.injectionSwitch.y; if ((x_35 < 0.0f)) { } else { bool x_42 = false; float const x_41 = (*(tint_symbol_6)).y; x_42 = (x_41 < -1.0f); if (x_42) { } else { while (true) { int const x_50 = i; if ((x_50 >= 256)) { break; } while (true) { i_1 = 0; while (true) { int const x_58 = i_1; if ((x_58 < 1)) { } else { break; } if (x_42) { i_2 = 0; while (true) { int const x_66 = i_2; if ((x_66 < 1)) { } else { break; } { int const x_70 = i_2; i_2 = (x_70 + 1); } } { int const x_72 = i_1; i_1 = (x_72 + 1); } continue; } return; { int const x_72 = i_1; i_1 = (x_72 + 1); } } { if (false) { } else { break; } } } { if (false) { } else { break; } } } } } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[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_7, &(tint_symbol_8), &(tint_symbol_7)); 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; }