#include using namespace metal; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) { float4 c = 0.0f; int a = 0; int i1 = 0; int i2 = 0; int i3 = 0; int i4 = 0; int i5 = 0; int i6 = 0; int i7 = 0; int i8_1 = 0; c = float4(0.0f, 0.0f, 0.0f, 1.0f); a = 0; while (true) { while (true) { int const x_46 = a; c[x_46] = 1.0f; i1 = 0; while (true) { int const x_52 = i1; if ((x_52 < 1)) { } else { break; } i2 = 0; while (true) { int const x_59 = i2; if ((x_59 < 1)) { } else { break; } i3 = 0; while (true) { int const x_66 = i3; if ((x_66 < 1)) { } else { break; } i4 = 0; while (true) { int const x_73 = i4; if ((x_73 < 1)) { } else { break; } i5 = 0; while (true) { int const x_80 = i5; if ((x_80 < 1)) { } else { break; } i6 = 0; while (true) { int const x_87 = i6; if ((x_87 < 1)) { } else { break; } i7 = 0; while (true) { int const x_94 = i7; if ((x_94 < 1)) { } else { break; } i8_1 = 0; while (true) { int const x_101 = i8_1; if ((x_101 < 17)) { } else { break; } int const x_104 = a; a = as_type((as_type(x_104) + as_type(1))); { int const x_106 = i8_1; i8_1 = as_type((as_type(x_106) + as_type(1))); } } { int const x_108 = i7; i7 = as_type((as_type(x_108) + as_type(1))); } } { int const x_110 = i6; i6 = as_type((as_type(x_110) + as_type(1))); } } { int const x_112 = i5; i5 = as_type((as_type(x_112) + as_type(1))); } } { int const x_114 = i4; i4 = as_type((as_type(x_114) + as_type(1))); } } { int const x_116 = i3; i3 = as_type((as_type(x_116) + as_type(1))); } } { int const x_118 = i2; i2 = as_type((as_type(x_118) + as_type(1))); } } { int const x_120 = i1; i1 = as_type((as_type(x_120) + as_type(1))); } } { float const x_123 = (*(tint_symbol_3)).x; if ((x_123 < -1.0f)) { } else { break; } } } { float const x_126 = (*(tint_symbol_3)).y; if ((x_126 < -1.0f)) { } else { break; } } } float4 const x_128 = c; *(tint_symbol_4) = x_128; return; } main_out tint_symbol_inner(float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { *(tint_symbol_5) = gl_FragCoord_param; main_1(tint_symbol_5, tint_symbol_6); main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; main_out const inner_result = tint_symbol_inner(gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }