#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)]]; }; void main_1(constant buf0& x_6, thread float4* const tint_symbol_3) { int j = 0; float x_41 = 0.0f; *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); while (true) { float const x_32 = x_6.injectionSwitch.x; j = int(x_32); while (true) { int const x_8 = j; if ((x_8 < 2)) { } else { break; } return; } { x_41 = x_6.injectionSwitch.y; if ((0.0f > x_41)) { } else { break; } } } int const x_43 = int(x_41); 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; }