#include using namespace metal; struct buf0 { /* 0x0000 */ float2 injectionSwitch; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; float3 computeColor_(constant buf0& x_7, thread float4* const tint_symbol_3) { int x_injected_loop_counter = 0; *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); x_injected_loop_counter = 1; while (true) { float const x_38 = x_7.injectionSwitch.x; if ((x_38 > 1.0f)) { float const x_43 = x_7.injectionSwitch.x; if ((x_43 > 1.0f)) { continue; } else { continue; } continue; } return float3(1.0f, 1.0f, 1.0f); } return float3(0.0f, 0.0f, 0.0f); } void main_1(constant buf0& x_7, thread float4* const tint_symbol_4) { float3 const x_31 = computeColor_(x_7, tint_symbol_4); return; } main_out tint_symbol_inner(constant buf0& x_7, thread float4* const tint_symbol_5) { main_1(x_7, tint_symbol_5); main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_5)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol(constant buf0& x_7 [[buffer(0)]]) { thread float4 tint_symbol_6 = 0.0f; main_out const inner_result = tint_symbol_inner(x_7, &(tint_symbol_6)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }