#include using namespace metal; struct tint_array_wrapper { int arr[10]; }; struct QuicksortObject { tint_array_wrapper numbers; }; struct buf1 { /* 0x0000 */ packed_float2 resolution; }; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; 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_257 = *(i); int const x_259 = (*(tint_symbol_6)).numbers.arr[x_257]; temp = x_259; int const x_260 = *(i); int const x_261 = *(j); int const x_263 = (*(tint_symbol_6)).numbers.arr[x_261]; (*(tint_symbol_6)).numbers.arr[x_260] = x_263; int const x_265 = *(j); int const x_266 = temp; (*(tint_symbol_6)).numbers.arr[x_265] = x_266; 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_269 = *(h); int const x_271 = (*(tint_symbol_7)).numbers.arr[x_269]; pivot = x_271; int const x_272 = *(l); i_1 = (x_272 - 1); int const x_274 = *(l); j_1 = x_274; while (true) { int const x_279 = j_1; int const x_280 = *(h); if ((x_279 <= (x_280 - 1))) { } else { break; } int const x_284 = j_1; int const x_286 = (*(tint_symbol_7)).numbers.arr[x_284]; int const x_287 = pivot; if ((x_286 <= x_287)) { int const x_291 = i_1; i_1 = (x_291 + 1); int const x_293 = i_1; param = x_293; int const x_294 = j_1; param_1 = x_294; swap_i1_i1_(&(param), &(param_1), tint_symbol_7); } { int const x_296 = j_1; j_1 = (x_296 + 1); } } int const x_298 = i_1; param_2 = (x_298 + 1); int const x_300 = *(h); param_3 = x_300; swap_i1_i1_(&(param_2), &(param_3), tint_symbol_7); int const x_302 = i_1; return (x_302 + 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_305 = top; int const x_306 = (x_305 + 1); top = x_306; int const x_307 = l_1; stack.arr[x_306] = x_307; int const x_309 = top; int const x_310 = (x_309 + 1); top = x_310; int const x_311 = h_1; stack.arr[x_310] = x_311; while (true) { int const x_317 = top; if ((x_317 >= 0)) { } else { break; } int const x_320 = top; top = (x_320 - 1); int const x_323 = stack.arr[x_320]; h_1 = x_323; int const x_324 = top; top = (x_324 - 1); int const x_327 = stack.arr[x_324]; l_1 = x_327; int const x_328 = l_1; param_4 = x_328; int const x_329 = h_1; param_5 = x_329; int const x_330 = performPartition_i1_i1_(&(param_4), &(param_5), tint_symbol_8); p = x_330; int const x_331 = p; int const x_333 = l_1; if (((x_331 - 1) > x_333)) { int const x_337 = top; int const x_338 = (x_337 + 1); top = x_338; int const x_339 = l_1; stack.arr[x_338] = x_339; int const x_341 = top; int const x_342 = (x_341 + 1); top = x_342; int const x_343 = p; stack.arr[x_342] = (x_343 - 1); } int const x_346 = p; int const x_348 = h_1; if (((x_346 + 1) < x_348)) { int const x_352 = top; int const x_353 = (x_352 + 1); top = x_353; int const x_354 = p; stack.arr[x_353] = (x_354 + 1); int const x_357 = top; int const x_358 = (x_357 + 1); top = x_358; int const x_359 = h_1; stack.arr[x_358] = x_359; } } return; } void main_1(constant buf1& x_34, constant buf0& x_37, 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_94 = *(tint_symbol_9); *(tint_symbol_10) = ((x_94 + 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_101 = i_2; if ((x_101 < 10)) { } else { break; } int const x_104 = i_2; int const x_105 = i_2; (*(tint_symbol_11)).numbers.arr[x_104] = (10 - x_105); int const x_108 = i_2; int const x_109 = i_2; int const x_111 = (*(tint_symbol_11)).numbers.arr[x_109]; int const x_112 = i_2; int const x_114 = (*(tint_symbol_11)).numbers.arr[x_112]; (*(tint_symbol_11)).numbers.arr[x_108] = (x_111 * x_114); { int const x_117 = i_2; i_2 = (x_117 + 1); } } quicksort_(tint_symbol_11); float4 const x_120 = *(tint_symbol_10); float2 const x_123 = x_34.resolution; uv = (float2(x_120.x, x_120.y) / x_123); color = float3(1.0f, 2.0f, 3.0f); int const x_126 = (*(tint_symbol_11)).numbers.arr[0]; float const x_129 = color.x; color.x = (x_129 + float(x_126)); float const x_133 = uv.x; if ((x_133 > 0.25f)) { int const x_138 = (*(tint_symbol_11)).numbers.arr[1]; float const x_141 = color.x; color.x = (x_141 + float(x_138)); } float const x_145 = uv.x; if ((x_145 > 0.5f)) { float const x_150 = x_37.injectionSwitch.y; int const x_155 = (*(tint_symbol_11)).numbers.arr[max((2 * int(x_150)), 2)]; float const x_158 = x_37.injectionSwitch.y; int const x_163 = (*(tint_symbol_11)).numbers.arr[max((2 * int(x_158)), 2)]; float const x_167 = color.y; color.y = (x_167 + fmax(float(x_155), float(x_163))); } float const x_171 = uv.x; if ((x_171 > 0.75f)) { int const x_176 = (*(tint_symbol_11)).numbers.arr[3]; float const x_179 = color.z; color.z = (x_179 + float(x_176)); } int const x_183 = (*(tint_symbol_11)).numbers.arr[4]; float const x_186 = color.y; color.y = (x_186 + float(x_183)); float const x_190 = uv.y; if ((x_190 > 0.25f)) { int const x_195 = (*(tint_symbol_11)).numbers.arr[5]; float const x_198 = color.x; color.x = (x_198 + float(x_195)); } float const x_202 = uv.y; if ((x_202 > 0.5f)) { int const x_207 = (*(tint_symbol_11)).numbers.arr[6]; float const x_210 = color.y; color.y = (x_210 + float(x_207)); } float const x_214 = uv.y; if ((x_214 > 0.75f)) { int const x_219 = (*(tint_symbol_11)).numbers.arr[7]; float const x_222 = color.z; color.z = (x_222 + float(x_219)); } int const x_226 = (*(tint_symbol_11)).numbers.arr[8]; float const x_229 = color.z; color.z = (x_229 + float(x_226)); float const x_233 = uv.x; float const x_235 = uv.y; if ((fabs((x_233 - x_235)) < 0.25f)) { int const x_242 = (*(tint_symbol_11)).numbers.arr[9]; float const x_245 = color.x; color.x = (x_245 + float(x_242)); } float3 const x_248 = color; float3 const x_249 = normalize(x_248); *(tint_symbol_12) = float4(x_249.x, x_249.y, x_249.z, 1.0f); float4 const x_254 = *(tint_symbol_9); *(tint_symbol_13) = x_254; return; } vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]], constant buf1& x_34 [[buffer(1)]], constant buf0& x_37 [[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, x_37, &(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; }