#include using namespace metal; struct tint_array_wrapper { int arr[10]; }; struct QuicksortObject { tint_array_wrapper numbers; }; struct buf0 { /* 0x0000 */ packed_float2 resolution; }; struct main_out { float4 frag_color_1; float4 gl_Position; }; struct tint_symbol_2 { float4 x_GLF_pos_param [[attribute(0)]]; }; struct tint_symbol_3 { float4 frag_color_1 [[user(locn0)]]; float4 gl_Position [[position]]; }; void swap_i1_i1_(thread int* const i, thread int* const j, thread QuicksortObject* const tint_symbol_6) { int temp = 0; int const x_239 = *(i); int const x_241 = (*(tint_symbol_6)).numbers.arr[x_239]; temp = x_241; int const x_242 = *(i); int const x_243 = *(j); int const x_245 = (*(tint_symbol_6)).numbers.arr[x_243]; (*(tint_symbol_6)).numbers.arr[x_242] = x_245; int const x_247 = *(j); int const x_248 = temp; (*(tint_symbol_6)).numbers.arr[x_247] = x_248; return; } int performPartition_i1_i1_(thread int* const l, thread int* const h, thread QuicksortObject* const tint_symbol_7) { int pivot = 0; int i_1 = 0; int j_1 = 0; int param = 0; int param_1 = 0; int param_2 = 0; int param_3 = 0; int const x_251 = *(h); int const x_253 = (*(tint_symbol_7)).numbers.arr[x_251]; pivot = x_253; int const x_254 = *(l); i_1 = (x_254 - 1); int const x_256 = *(l); j_1 = x_256; while (true) { int const x_261 = j_1; int const x_262 = *(h); if ((x_261 <= (x_262 - 1))) { } else { break; } int const x_266 = j_1; int const x_268 = (*(tint_symbol_7)).numbers.arr[x_266]; int const x_269 = pivot; if ((x_268 <= x_269)) { int const x_273 = i_1; i_1 = (x_273 + 1); int const x_275 = i_1; param = x_275; int const x_276 = j_1; param_1 = x_276; swap_i1_i1_(&(param), &(param_1), tint_symbol_7); } { int const x_278 = j_1; j_1 = (x_278 + 1); } } int const x_280 = i_1; param_2 = (x_280 + 1); int const x_282 = *(h); param_3 = x_282; swap_i1_i1_(&(param_2), &(param_3), tint_symbol_7); int const x_284 = i_1; return (x_284 + 1); } void quicksort_(thread QuicksortObject* const tint_symbol_8) { int l_1 = 0; int h_1 = 0; int top = 0; tint_array_wrapper stack = {}; int p = 0; int param_4 = 0; int param_5 = 0; l_1 = 0; h_1 = 9; top = -1; int const x_287 = top; int const x_288 = (x_287 + 1); top = x_288; int const x_289 = l_1; stack.arr[x_288] = x_289; int const x_291 = top; int const x_292 = (x_291 + 1); top = x_292; int const x_293 = h_1; stack.arr[x_292] = x_293; while (true) { int const x_299 = top; if ((x_299 >= 0)) { } else { break; } int const x_302 = top; top = (x_302 - 1); int const x_305 = stack.arr[x_302]; h_1 = x_305; int const x_306 = top; top = (x_306 - 1); int const x_309 = stack.arr[x_306]; l_1 = x_309; int const x_310 = l_1; param_4 = x_310; int const x_311 = h_1; param_5 = x_311; int const x_312 = performPartition_i1_i1_(&(param_4), &(param_5), tint_symbol_8); p = x_312; int const x_313 = p; int const x_315 = l_1; if (((x_313 - 1) > x_315)) { int const x_319 = top; int const x_320 = (x_319 + 1); top = x_320; int const x_321 = l_1; stack.arr[x_320] = x_321; int const x_323 = top; int const x_324 = (x_323 + 1); top = x_324; int const x_325 = p; stack.arr[x_324] = (x_325 - 1); } int const x_328 = p; int const x_330 = h_1; if (((x_328 + 1) < x_330)) { int const x_334 = top; int const x_335 = (x_334 + 1); top = x_335; int const x_336 = p; stack.arr[x_335] = (x_336 + 1); int const x_339 = top; int const x_340 = (x_339 + 1); top = x_340; int const x_341 = h_1; stack.arr[x_340] = x_341; } } return; } void main_1(constant buf0& x_34, thread float4* const tint_symbol_9, thread float4* const tint_symbol_10, thread QuicksortObject* const tint_symbol_11, thread float4* const tint_symbol_12, thread float4* const tint_symbol_13) { int i_2 = 0; float2 uv = 0.0f; float3 color = 0.0f; float4 const x_90 = *(tint_symbol_9); *(tint_symbol_10) = ((x_90 + float4(1.0f, 1.0f, 0.0f, 0.0f)) * float4(128.0f, 128.0f, 1.0f, 1.0f)); i_2 = 0; while (true) { int const x_97 = i_2; if ((x_97 < 10)) { } else { break; } int const x_100 = i_2; int const x_101 = i_2; (*(tint_symbol_11)).numbers.arr[x_100] = (10 - x_101); int const x_104 = i_2; int const x_105 = i_2; int const x_107 = (*(tint_symbol_11)).numbers.arr[x_105]; int const x_108 = i_2; int const x_110 = (*(tint_symbol_11)).numbers.arr[x_108]; (*(tint_symbol_11)).numbers.arr[x_104] = (x_107 * x_110); { int const x_113 = i_2; i_2 = (x_113 + 1); } } quicksort_(tint_symbol_11); float4 const x_116 = *(tint_symbol_10); float2 const x_119 = x_34.resolution; uv = (float2(x_116.x, x_116.y) / x_119); color = float3(1.0f, 2.0f, 3.0f); int const x_122 = (*(tint_symbol_11)).numbers.arr[0]; float const x_125 = color.x; color.x = (x_125 + float(x_122)); float const x_129 = uv.x; if ((x_129 > 0.25f)) { int const x_134 = (*(tint_symbol_11)).numbers.arr[1]; float const x_137 = color.x; color.x = (x_137 + float(x_134)); } float const x_141 = uv.x; if ((x_141 > 0.5f)) { int const x_146 = (*(tint_symbol_11)).numbers.arr[2]; float const x_149 = color.y; color.y = (x_149 + float(x_146)); } float const x_153 = uv.x; if ((x_153 > 0.75f)) { int const x_158 = (*(tint_symbol_11)).numbers.arr[3]; float const x_161 = color.z; color.z = (x_161 + float(x_158)); } int const x_165 = (*(tint_symbol_11)).numbers.arr[4]; float const x_168 = color.y; color.y = (x_168 + float(x_165)); float const x_172 = uv.y; if ((x_172 > 0.25f)) { int const x_177 = (*(tint_symbol_11)).numbers.arr[5]; float const x_180 = color.x; color.x = (x_180 + float(x_177)); } float const x_184 = uv.y; if ((x_184 > 0.5f)) { int const x_189 = (*(tint_symbol_11)).numbers.arr[6]; float const x_192 = color.y; color.y = (x_192 + float(x_189)); } float const x_196 = uv.y; if ((x_196 > 0.75f)) { int const x_201 = (*(tint_symbol_11)).numbers.arr[7]; float const x_204 = color.z; color.z = (x_204 + float(x_201)); } int const x_208 = (*(tint_symbol_11)).numbers.arr[8]; float const x_211 = color.z; color.z = (x_211 + float(x_208)); float const x_215 = uv.x; float const x_217 = uv.y; if ((fabs((x_215 - x_217)) < 0.25f)) { int const x_224 = (*(tint_symbol_11)).numbers.arr[9]; float const x_227 = color.x; color.x = (x_227 + float(x_224)); } float3 const x_230 = color; float3 const x_231 = normalize(x_230); *(tint_symbol_12) = float4(x_231.x, x_231.y, x_231.z, 1.0f); float4 const x_236 = *(tint_symbol_9); *(tint_symbol_13) = x_236; return; } vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]], constant buf0& x_34 [[buffer(0)]]) { thread float4 tint_symbol_14 = 0.0f; thread float4 tint_symbol_15 = 0.0f; thread QuicksortObject tint_symbol_16 = {}; thread float4 tint_symbol_17 = 0.0f; thread float4 tint_symbol_18 = 0.0f; float4 const x_GLF_pos_param = tint_symbol_1.x_GLF_pos_param; tint_symbol_14 = x_GLF_pos_param; main_1(x_34, &(tint_symbol_14), &(tint_symbol_15), &(tint_symbol_16), &(tint_symbol_17), &(tint_symbol_18)); main_out const tint_symbol_4 = {.frag_color_1=tint_symbol_17, .gl_Position=tint_symbol_18}; tint_symbol_3 const tint_symbol_5 = {.frag_color_1=tint_symbol_4.frag_color_1, .gl_Position=tint_symbol_4.gl_Position}; return tint_symbol_5; }