#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf0& x_9, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { float x_43 = 0.0f; float x_44 = 0.0f; float x_45 = 0.0f; int x_46 = 0; int zero = 0; float2 param = 0.0f; float2 temp = 0.0f; float4 const x_47 = *(tint_symbol_5); param = float2(x_47.x, x_47.y); while (true) { float const x_54 = param.y; if ((x_54 < 50.0f)) { float const x_60 = x_9.injectionSwitch.y; x_44 = x_60; } else { x_44 = 0.0f; } float const x_61 = x_44; x_43 = x_61; float const x_63 = (*(tint_symbol_5)).y; float const x_65 = select(0.0f, 1.0f, (x_63 < 50.0f)); x_45 = x_65; if (((x_61 - x_65) < 1.0f)) { x_46 = 0; break; } x_46 = 1; break; { if (false) { } else { break; } } } int const x_70 = x_46; zero = x_70; if ((x_70 == 1)) { return; } *(tint_symbol_6) = float4(0.0f, 1.0f, 1.0f, 1.0f); float const x_75 = (*(tint_symbol_5)).x; float const x_77 = x_9.injectionSwitch.x; if ((x_75 >= x_77)) { float const x_82 = (*(tint_symbol_5)).y; if ((x_82 >= 0.0f)) { float const x_87 = x_9.injectionSwitch.y; (*(tint_symbol_6)).x = x_87; } } float const x_90 = (*(tint_symbol_5)).y; if ((x_90 >= 0.0f)) { float const x_95 = x_9.injectionSwitch.x; (*(tint_symbol_6)).y = x_95; } float4 const x_97 = *(tint_symbol_5); float2 const x_98 = float2(x_97.x, x_97.y); float2 const x_101 = float2(x_98.x, x_98.y); temp = x_101; if ((x_101.y >= 0.0f)) { float const x_107 = x_9.injectionSwitch.x; (*(tint_symbol_6)).z = x_107; } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_9 [[buffer(0)]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; tint_symbol_7 = gl_FragCoord_param; main_1(x_9, &(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; } int alwaysZero_vf2_(constant buf0& x_9, thread float2* const coord, thread float4* const tint_symbol_9) { float a = 0.0f; float x_110 = 0.0f; float b = 0.0f; float const x_112 = (*(coord)).y; if ((x_112 < 50.0f)) { float const x_118 = x_9.injectionSwitch.y; x_110 = x_118; } else { x_110 = 0.0f; } float const x_119 = x_110; a = x_119; float const x_121 = (*(tint_symbol_9)).y; float const x_123 = select(0.0f, 1.0f, (x_121 < 50.0f)); b = x_123; if (((x_119 - x_123) < 1.0f)) { return 0; } return 1; }