#include using namespace metal; struct buf0 { /* 0x0000 */ int zero; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; float func_(constant buf0& x_8) { float s = 0.0f; int i = 0; int j = 0; s = 2.0f; i = 0; while (true) { int const x_47 = i; int const x_49 = x_8.zero; if ((x_47 < (x_49 + 1))) { } else { break; } float const x_53 = s; s = (x_53 + 3.0f); j = 0; while (true) { int const x_59 = j; if ((x_59 < 10)) { } else { break; } int const x_63 = x_8.zero; if ((x_63 == 1)) { discard_fragment(); } { int const x_67 = j; j = (x_67 + 1); } } { int const x_69 = i; i = (x_69 + 1); } } float const x_71 = s; return x_71; } void main_1(constant buf0& x_8, thread float4* const tint_symbol_4) { float4 c = 0.0f; float const x_34 = func_(x_8); c = float4(x_34, 0.0f, 0.0f, 1.0f); float const x_36 = func_(x_8); if ((x_36 == 5.0f)) { float4 const x_41 = c; *(tint_symbol_4) = x_41; } else { *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_8 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_8, &(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; }