#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) { float x_30 = 0.0f; uint foo = 0u; *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); float const x_32 = (*(tint_symbol_4)).x; if ((x_32 > -1.0f)) { float const x_38 = (*(tint_symbol_3)).x; x_30 = x_38; } else { uint const x_6 = foo; uint const x_7 = (x_6 - as_type(1)); foo = x_7; x_30 = float((178493u + x_7)); } float const x_40 = x_30; (*(tint_symbol_3)).x = x_40; 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_6, tint_symbol_5); 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; }