#include using namespace metal; struct S { int f0; bool3 f1; }; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct tint_array_wrapper { float arr[9]; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf0& x_7, thread float4* const tint_symbol_5) { S ll = {}; tint_array_wrapper sums = {}; S const tint_symbol_3 = {.f0=0, .f1=bool3(true, true, true)}; ll = tint_symbol_3; while (true) { S const x_12 = ll; float const x_45 = x_7.injectionSwitch.y; if ((x_12.f0 != int(x_45))) { } else { break; } sums.arr[0] = 0.0f; { S const x_13 = ll; S const x_50 = ll; S x_51_1 = x_50; x_51_1.f0 = (x_13.f0 + 1); S const x_51 = x_51_1; ll = x_51; } } float const x_53 = sums.arr[0]; float2 const x_54 = float2(x_53, x_53); *(tint_symbol_5) = float4(1.0f, x_54.x, x_54.y, 1.0f); return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_7 [[buffer(0)]]) { thread float4 tint_symbol_6 = 0.0f; main_1(x_7, &(tint_symbol_6)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_6}; tint_symbol_1 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_4; }