#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 resolution; }; struct tint_array_wrapper { float4 arr[8]; }; struct tint_array_wrapper_1 { float4 arr[16]; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; bool collision_vf2_vf4_(thread float2* const pos, thread float4* const quad) { float const x_110 = (*(pos)).x; float const x_112 = (*(quad)).x; if ((x_110 < x_112)) { return false; } float const x_117 = (*(pos)).y; float const x_119 = (*(quad)).y; if ((x_117 < x_119)) { return false; } float const x_124 = (*(pos)).x; float const x_126 = (*(quad)).x; float const x_128 = (*(quad)).z; if ((x_124 > (x_126 + x_128))) { return false; } float const x_134 = (*(pos)).y; float const x_136 = (*(quad)).y; float const x_138 = (*(quad)).w; if ((x_134 > (x_136 + x_138))) { return false; } return true; } float4 match_vf2_(thread float2* const pos_1, thread float4* const tint_symbol_9) { float4 res = 0.0f; float x_144 = 0.0f; float x_145 = 0.0f; int i = 0; float2 param = 0.0f; float4 param_1 = 0.0f; tint_array_wrapper indexable = {}; tint_array_wrapper indexable_1 = {}; tint_array_wrapper indexable_2 = {}; tint_array_wrapper_1 indexable_3 = {}; float const x_147 = (*(tint_symbol_9)).x; if ((x_147 < 0.0f)) { x_144 = -1.0f; } else { float const x_153 = (*(tint_symbol_9)).x; if ((x_153 >= 0.0f)) { float const x_159 = (*(tint_symbol_9)).x; x_145 = select(1.0f, 0.5f, (x_159 >= 0.0f)); } else { x_145 = 1.0f; } float const x_162 = x_145; x_144 = fmin(x_162, 0.5f); } float const x_164 = x_144; res = float4(clamp(0.5f, 0.5f, x_164), 0.5f, 1.0f, 1.0f); i = 0; while (true) { int const x_171 = i; if ((x_171 < 8)) { } else { break; } int const x_174 = i; float2 const x_175 = *(pos_1); param = x_175; tint_array_wrapper const tint_symbol_4 = {.arr={float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)}}; indexable = tint_symbol_4; float4 const x_177 = indexable.arr[x_174]; param_1 = x_177; bool const x_178 = collision_vf2_vf4_(&(param), &(param_1)); if (x_178) { int const x_181 = i; tint_array_wrapper const tint_symbol_5 = {.arr={float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)}}; indexable_1 = tint_symbol_5; float const x_183 = indexable_1.arr[x_181].x; int const x_185 = i; tint_array_wrapper const tint_symbol_6 = {.arr={float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)}}; indexable_2 = tint_symbol_6; float const x_187 = indexable_2.arr[x_185].y; int const x_190 = i; tint_array_wrapper_1 const tint_symbol_7 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}}; indexable_3 = tint_symbol_7; float4 const x_196 = indexable_3.arr[((((int(x_183) * int(x_187)) + (x_190 * 9)) + 11) % 16)]; res = x_196; } { int const x_197 = i; i = (x_197 + 1); } } float4 const x_199 = res; return x_199; } void main_1(constant buf0& x_20, thread float4* const tint_symbol_10, thread float4* const tint_symbol_11) { float2 lin = 0.0f; float2 param_2 = 0.0f; float4 const x_98 = *(tint_symbol_10); float2 const x_101 = x_20.resolution; lin = (float2(x_98.x, x_98.y) / x_101); float2 const x_103 = lin; lin = floor((x_103 * 32.0f)); float2 const x_106 = lin; param_2 = x_106; float4 const x_107 = match_vf2_(&(param_2), tint_symbol_10); *(tint_symbol_11) = x_107; return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_20 [[buffer(0)]]) { thread float4 tint_symbol_12 = 0.0f; thread float4 tint_symbol_13 = 0.0f; tint_symbol_12 = gl_FragCoord_param; main_1(x_20, &(tint_symbol_12), &(tint_symbol_13)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_13}; tint_symbol_2 const tint_symbol_8 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_8; }