#include using namespace metal; struct buf0 { /* 0x0000 */ int 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_7, thread float4* const tint_symbol_3) { int a = 0; int i = 0; a = 0; i = 0; while (true) { int const x_32 = i; if ((x_32 < 5)) { } else { break; } int const x_36 = x_7.one; if ((x_36 == 0)) { if ((floor(as_type(-4194304)) > 0.0f)) { a = -1; break; } } int const x_45 = a; a = as_type((as_type(x_45) + as_type(1))); { int const x_47 = i; i = as_type((as_type(x_47) + as_type(1))); } } int const x_49 = a; if ((x_49 == 5)) { *(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_7, thread float4* const tint_symbol_4) { main_1(x_7, 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_7 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_out const inner_result = tint_symbol_inner(x_7, &(tint_symbol_5)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }