#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) { float4x3 x_37 = float4x3(0.0f); float4x3 x_38_phi = float4x3(0.0f); float3 x_48_phi = 0.0f; float const x_32 = (*(tint_symbol_3)).y; if ((x_32 < 1.0f)) { x_38_phi = float4x3(float3(1.0f, 0.0f, 0.0f), float3(0.0f, 1.0f, 0.0f), float3(0.0f, 0.0f, 1.0f), float3(0.0f, 0.0f, 0.0f)); } else { x_37 = transpose(float3x4(float4(1.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 1.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 1.0f, 0.0f))); x_38_phi = x_37; } float4x3 const x_38 = x_38_phi; float const x_40 = transpose(x_38)[0u].y; while (true) { if ((x_40 > 1.0f)) { x_48_phi = float3(0.0f, 0.0f, 0.0f); break; } x_48_phi = float3(1.0f, 0.0f, 0.0f); break; } float3 const x_48 = x_48_phi; *(tint_symbol_4) = float4(x_48.x, x_48.y, x_48.z, 1.0f); 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; }