#include using namespace metal; struct buf2 { /* 0x0000 */ float zero; }; struct tint_padded_array_element { /* 0x0000 */ float el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper { /* 0x0000 */ tint_padded_array_element arr[1]; }; struct buf0 { /* 0x0000 */ tint_array_wrapper x_GLF_uniform_float_values; }; struct tint_padded_array_element_1 { /* 0x0000 */ int el; /* 0x0004 */ int8_t tint_pad_1[12]; }; struct tint_array_wrapper_1 { /* 0x0000 */ tint_padded_array_element_1 arr[2]; }; struct buf1 { /* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_int_values; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf2& x_6, constant buf0& x_8, constant buf1& x_10, thread float4* const tint_symbol_4) { int a = 0; int x_32 = 0; float const x_34 = x_6.zero; float const x_36 = x_8.x_GLF_uniform_float_values.arr[0].el; if ((x_34 < x_36)) { int const x_42 = x_10.x_GLF_uniform_int_values.arr[1].el; x_32 = x_42; } else { int const x_44 = x_10.x_GLF_uniform_int_values.arr[0].el; x_32 = x_44; } int const x_45 = x_32; a = ~((x_45 | 1)); int const x_48 = a; int const x_50 = x_10.x_GLF_uniform_int_values.arr[0].el; if ((x_48 == ~(x_50))) { int const x_57 = x_10.x_GLF_uniform_int_values.arr[0].el; int const x_60 = x_10.x_GLF_uniform_int_values.arr[1].el; int const x_63 = x_10.x_GLF_uniform_int_values.arr[1].el; int const x_66 = x_10.x_GLF_uniform_int_values.arr[0].el; *(tint_symbol_4) = float4(float(x_57), float(x_60), float(x_63), float(x_66)); } else { int const x_70 = x_10.x_GLF_uniform_int_values.arr[1].el; float const x_71 = float(x_70); *(tint_symbol_4) = float4(x_71, x_71, x_71, x_71); } return; } fragment tint_symbol_1 tint_symbol(constant buf2& x_6 [[buffer(2)]], constant buf0& x_8 [[buffer(0)]], constant buf1& x_10 [[buffer(1)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, x_8, x_10, &(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; }