#include using namespace metal; struct ResultMatrix { /* 0x0000 */ float numbers[1]; }; struct FirstMatrix { float numbers[1]; }; struct SecondMatrix { float numbers[1]; }; struct Uniforms { float tint_symbol; int sizeA; int sizeB; }; float binaryOperation_f1_f1_(thread float* const a, thread float* const b) { float x_26 = 0.0f; float const x_13 = *(b); if ((x_13 == 0.0f)) { return 1.0f; } float const x_21 = *(b); if (!((rint((x_21 - (2.0f * floor((x_21 / 2.0f))))) == 1.0f))) { float const x_29 = *(a); float const x_31 = *(b); x_26 = pow(fabs(x_29), x_31); } else { float const x_34 = *(a); float const x_36 = *(a); float const x_38 = *(b); x_26 = (sign(x_34) * pow(fabs(x_36), x_38)); } float const x_41 = x_26; return x_41; } void main_1(thread uint3* const tint_symbol_2, device ResultMatrix* const tint_symbol_3) { int index = 0; int a_1 = 0; float param = 0.0f; float param_1 = 0.0f; uint const x_54 = (*(tint_symbol_2))[0]; index = as_type(x_54); a_1 = -10; int const x_63 = index; param = -4.0f; param_1 = -3.0f; float const x_68 = binaryOperation_f1_f1_(&(param), &(param_1)); (*(tint_symbol_3)).numbers[x_63] = x_68; return; } void tint_symbol_1_inner(uint3 gl_GlobalInvocationID_param, thread uint3* const tint_symbol_4, device ResultMatrix* const tint_symbol_5) { *(tint_symbol_4) = gl_GlobalInvocationID_param; main_1(tint_symbol_4, tint_symbol_5); } kernel void tint_symbol_1(device ResultMatrix* tint_symbol_7 [[buffer(0)]], uint3 gl_GlobalInvocationID_param [[thread_position_in_grid]]) { thread uint3 tint_symbol_6 = 0u; tint_symbol_1_inner(gl_GlobalInvocationID_param, &(tint_symbol_6), tint_symbol_7); return; }