#include using namespace metal; struct buf0 { /* 0x0000 */ uint one; }; 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_3) { uint a = 0u; uint b = 0u; uint c = 0u; uint d = 0u; uint e = 0u; uint f = 0u; uint const x_41 = x_6.one; a = ((77u + x_41) >> 32u); uint const x_45 = x_6.one; b = ((3243u + x_45) >> 33u); uint const x_49 = x_6.one; c = ((23u + x_49) >> 345u); uint const x_53 = x_6.one; d = ((2395u + x_53) << 32u); uint const x_57 = x_6.one; e = ((290485u + x_57) << 33u); uint const x_61 = x_6.one; f = ((44321u + x_61) << 345u); uint const x_64 = a; if ((x_64 != 1u)) { a = 1u; } uint const x_68 = b; if ((x_68 != 0u)) { b = 0u; } uint const x_72 = c; if ((x_72 != 1u)) { c = 1u; } uint const x_76 = d; if ((x_76 != 0u)) { d = 0u; } uint const x_80 = e; if ((x_80 != 1u)) { e = 1u; } uint const x_84 = f; if ((x_84 != 0u)) { f = 0u; } uint const x_88 = a; uint const x_90 = b; uint const x_93 = c; uint const x_96 = d; uint const x_99 = e; uint const x_102 = f; if (((((((x_88 == 1u) & (x_90 == 0u)) & (x_93 == 1u)) & (x_96 == 0u)) & (x_99 == 1u)) & (x_102 == 0u))) { *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } main_out tint_symbol_inner(constant buf0& x_6, thread float4* const tint_symbol_4) { main_1(x_6, tint_symbol_4); main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_out const inner_result = tint_symbol_inner(x_6, &(tint_symbol_5)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }