#include using namespace metal; struct buf1 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct buf0 { /* 0x0000 */ packed_float2 resolution; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; int pointInTriangle_vf2_vf2_vf2_vf2_(constant buf1& x_11, thread float2* const p, thread float2* const a, thread float2* const b, thread float2* const c, thread float4* const tint_symbol_5) { float x_78 = 0.0f; float x_79 = 0.0f; float x_80 = 0.0f; float2 param = 0.0f; float2 param_1 = 0.0f; float2 param_2 = 0.0f; float2 param_3 = 0.0f; float2 param_4 = 0.0f; float2 param_5 = 0.0f; bool x_147 = false; bool x_203 = false; bool x_148_phi = false; bool x_204_phi = false; float const x_82 = (*(p)).x; float const x_84 = (*(a)).x; float const x_87 = (*(p)).y; float const x_89 = (*(a)).y; float const x_93 = (*(b)).x; float const x_94 = (*(a)).x; float const x_97 = (*(b)).y; float const x_98 = (*(a)).y; param = float2((x_82 - x_84), (x_87 - x_89)); param_1 = float2((x_93 - x_94), (x_97 - x_98)); float const x_102 = param.x; float const x_104 = param_1.y; float const x_107 = param_1.x; float const x_109 = param.y; float const x_111 = ((x_102 * x_104) - (x_107 * x_109)); x_80 = x_111; float const x_112 = (*(p)).x; float const x_113 = (*(b)).x; float const x_115 = (*(p)).y; float const x_116 = (*(b)).y; float const x_120 = (*(c)).x; float const x_121 = (*(b)).x; float const x_124 = (*(c)).y; float const x_125 = (*(b)).y; param_2 = float2((x_112 - x_113), (x_115 - x_116)); param_3 = float2((x_120 - x_121), (x_124 - x_125)); float const x_129 = param_2.x; float const x_131 = param_3.y; float const x_134 = param_3.x; float const x_136 = param_2.y; float const x_138 = ((x_129 * x_131) - (x_134 * x_136)); x_79 = x_138; bool const x_139 = (x_111 < 0.0f); bool const x_141 = (x_139 & (x_138 < 0.0f)); x_148_phi = x_141; if (!(x_141)) { x_147 = ((x_111 >= 0.0f) & (x_138 >= 0.0f)); x_148_phi = x_147; } int x_153_phi = 0; bool const x_148 = x_148_phi; if (!(x_148)) { x_153_phi = 0; while (true) { int x_154 = 0; int x_164_phi = 0; int const x_153 = x_153_phi; float const x_159 = x_11.injectionSwitch.y; int const x_160 = int(x_159); if ((x_153 < x_160)) { } else { break; } *(tint_symbol_5) = float4(1.0f, 1.0f, 1.0f, 1.0f); x_164_phi = 0; while (true) { int x_165 = 0; int const x_164 = x_164_phi; if ((x_164 < x_160)) { } else { break; } *(tint_symbol_5) = float4(1.0f, 1.0f, 1.0f, 1.0f); { x_165 = (x_164 + 1); x_164_phi = x_165; } } { x_154 = (x_153 + 1); x_153_phi = x_154; } } return 0; } float const x_171 = (*(p)).x; float const x_172 = (*(c)).x; float const x_174 = (*(p)).y; float const x_175 = (*(c)).y; float const x_178 = (*(a)).x; float const x_179 = (*(c)).x; float const x_181 = (*(a)).y; float const x_182 = (*(c)).y; param_4 = float2((x_171 - x_172), (x_174 - x_175)); param_5 = float2((x_178 - x_179), (x_181 - x_182)); float const x_186 = param_4.x; float const x_188 = param_5.y; float const x_191 = param_5.x; float const x_193 = param_4.y; float const x_195 = ((x_186 * x_188) - (x_191 * x_193)); x_78 = x_195; bool const x_197 = (x_139 & (x_195 < 0.0f)); x_204_phi = x_197; if (!(x_197)) { x_203 = ((x_111 >= 0.0f) & (x_195 >= 0.0f)); x_204_phi = x_203; } bool const x_204 = x_204_phi; if (!(x_204)) { return 0; } return 1; } void main_1(constant buf0& x_19, constant buf1& x_11, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) { float2 param_6 = 0.0f; float2 param_7 = 0.0f; float2 param_8 = 0.0f; float2 param_9 = 0.0f; float4 const x_60 = *(tint_symbol_6); float2 const x_63 = x_19.resolution; param_6 = (float2(x_60.x, x_60.y) / x_63); param_7 = float2(0.699999988f, 0.300000012f); param_8 = float2(0.5f, 0.899999976f); param_9 = float2(0.100000001f, 0.400000006f); int const x_65 = pointInTriangle_vf2_vf2_vf2_vf2_(x_11, &(param_6), &(param_7), &(param_8), &(param_9), tint_symbol_7); if ((x_65 == 1)) { float const x_71 = x_11.injectionSwitch.y; float const x_73 = x_11.injectionSwitch.x; if ((x_71 >= x_73)) { *(tint_symbol_7) = float4(1.0f, 0.0f, 0.0f, 1.0f); } } else { *(tint_symbol_7) = float4(0.0f, 0.0f, 0.0f, 1.0f); } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_19 [[buffer(0)]], constant buf1& x_11 [[buffer(1)]]) { thread float4 tint_symbol_8 = 0.0f; thread float4 tint_symbol_9 = 0.0f; tint_symbol_8 = gl_FragCoord_param; main_1(x_19, x_11, &(tint_symbol_8), &(tint_symbol_9)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9}; tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }