#include using namespace metal; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; void x_47() { discard_fragment(); } void main_1(thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { while (true) { int x_30_phi = 0; bool x_48_phi = false; x_30_phi = 0; while (true) { int x_31 = 0; int const x_30 = x_30_phi; x_48_phi = false; if ((x_30 < 10)) { } else { break; } float const x_37 = (*(tint_symbol_5)).y; if ((x_37 < 0.0f)) { float const x_42 = (*(tint_symbol_5)).x; if ((x_42 < 0.0f)) { x_48_phi = false; break; } else { { x_31 = (x_30 + 1); x_30_phi = x_31; } continue; } { x_31 = (x_30 + 1); x_30_phi = x_31; } continue; } x_47(); x_48_phi = true; break; { x_31 = (x_30 + 1); x_30_phi = x_31; } } bool const x_48 = x_48_phi; if (x_48) { break; } *(tint_symbol_6) = float4(1.0f, 0.0f, 0.0f, 1.0f); break; } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; tint_symbol_7 = gl_FragCoord_param; main_1(&(tint_symbol_7), &(tint_symbol_8)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_8}; tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }