#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 twoandthree; }; 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_4) { float2 a = 0.0f; float2 b = 0.0f; bool x_46 = false; bool x_47_phi = false; float2 const x_32 = x_6.twoandthree; a = x_32; float const x_34 = a.x; float2 const x_35 = a; b = float2(x_34, clamp(x_35, float2(1.0f, 1.0f), float2(1.0f, 1.0f)).y); float const x_40 = b.x; bool const x_41 = (x_40 == 2.0f); x_47_phi = x_41; if (x_41) { float const x_45 = b.y; x_46 = (x_45 == 1.0f); x_47_phi = x_46; } bool const x_47 = x_47_phi; if (x_47) { *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); } 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; }