#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)]]; }; void main_1(constant buf0& x_6, thread float4* const tint_symbol_4) { int i = 0; int value = 0; float y = 0.0f; int x_31_phi = 0; i = 0; x_31_phi = 0; while (true) { int const x_31 = x_31_phi; float const x_37 = x_6.injectionSwitch.x; if ((x_31 < (2 + int(x_37)))) { } else { break; } float x_55_phi = 0.0f; float x_46_phi = 0.0f; value = x_31; y = 0.5f; x_55_phi = 0.5f; x_46_phi = 0.5f; switch(x_31) { case 0: { float const x_54 = (0.5f + 0.5f); y = x_54; x_55_phi = x_54; /* fallthrough */ } case 1: { float const x_55 = x_55_phi; float const x_47 = clamp(1.0f, 0.5f, x_55); y = x_47; x_46_phi = x_47; /* fallthrough */ } default: { /* fallthrough */ } case 2: { float const x_46 = x_46_phi; if ((x_46 == 1.0f)) { *(tint_symbol_4) = float4(float((x_31 + 1)), 0.0f, 0.0f, 1.0f); return; } break; } } { int const x_32 = (x_31 + 1); i = x_32; x_31_phi = x_32; } } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, &(tint_symbol_5)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5}; tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_3; }