#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)]]; }; int performPartition_(constant buf0& x_6, thread float4* const tint_symbol_4) { int GLF_live0i = 0; int i = 0; int x_11 = 0; int x_10_phi = 0; *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); x_10_phi = 0; while (true) { int x_11_phi = 0; int const x_10 = x_10_phi; bool x_42 = false; float const x_41 = x_6.injectionSwitch.y; x_42 = (x_41 < 0.0f); if (x_42) { x_11_phi = x_10; { x_11 = x_11_phi; x_10_phi = x_11; if (false) { } else { break; } } continue; } else { GLF_live0i = 0; while (true) { bool const x_47 = (0 < 1); if (x_42) { break; } return 1; } if (x_42) { while (true) { return 1; } return 0; } x_11_phi = x_10; { x_11 = x_11_phi; x_10_phi = x_11; if (false) { } else { break; } } continue; } x_11_phi = 0; { x_11 = x_11_phi; x_10_phi = x_11; if (false) { } else { break; } } } return x_11; } void main_1(constant buf0& x_6, thread float4* const tint_symbol_5) { int const x_9 = performPartition_(x_6, tint_symbol_5); return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_6 = 0.0f; main_1(x_6, &(tint_symbol_6)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_6}; tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_3; }