#include using namespace metal; struct buf0 { /* 0x0000 */ int one; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; float4 func_(constant buf0& x_6) { int const x_48 = x_6.one; if ((x_48 == 1)) { return float4(1.0f, 0.0f, 0.0f, 1.0f); } else { return float4(0.0f, 0.0f, 0.0f, 0.0f); } return float4(0.0f, 0.0f, 0.0f, 0.0f); } void main_1(constant buf0& x_6, thread float4* const tint_symbol_4) { int i = 0; *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); i = 0; while (true) { int const x_33 = i; int const x_35 = x_6.one; if ((x_33 <= x_35)) { } else { break; } int const x_38 = i; switch(x_38) { case 1: { float4 const x_43 = func_(x_6); *(tint_symbol_4) = x_43; /* fallthrough */ } default: { /* fallthrough */ } case 0: { (*(tint_symbol_4)).y = 0.0f; break; } } { int const x_44 = i; i = (x_44 + 1); } } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, &(tint_symbol_5)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5}; tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_3; }