#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 resolution; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; float cross2d_vf2_vf2_(thread float2* const a, thread float2* const b) { float const x_85 = (*(a)).x; float const x_87 = (*(b)).y; float const x_90 = (*(b)).x; float const x_92 = (*(a)).y; return ((x_85 * x_87) - (x_90 * x_92)); } int pointInTriangle_vf2_vf2_vf2_vf2_(constant buf0& x_15, thread float2* const p, thread float2* const a_1, thread float2* const b_1, thread float2* const c) { float var_y = 0.0f; float x_96 = 0.0f; float x_97 = 0.0f; float clamp_y = 0.0f; float pab = 0.0f; float2 param = 0.0f; float2 param_1 = 0.0f; float pbc = 0.0f; float2 param_2 = 0.0f; float2 param_3 = 0.0f; float pca = 0.0f; float2 param_4 = 0.0f; float2 param_5 = 0.0f; bool x_173 = false; bool x_205 = false; bool x_174_phi = false; bool x_206_phi = false; float const x_99 = x_15.resolution.x; float const x_101 = x_15.resolution.y; if ((x_99 == x_101)) { float const x_107 = (*(c)).y; float2 const x_108 = float2(0.0f, x_107); if (true) { float const x_112 = (*(c)).y; x_97 = x_112; } else { x_97 = 1.0f; } float const x_113 = x_97; float const x_114 = (*(c)).y; float2 const x_116 = float2(1.0f, fmax(x_113, x_114)); float2 const x_117 = float2(x_108.x, x_108.y); x_96 = x_107; } else { x_96 = -1.0f; } float const x_118 = x_96; var_y = x_118; float const x_120 = (*(c)).y; float const x_121 = (*(c)).y; float const x_122 = var_y; clamp_y = clamp(x_120, x_121, x_122); float const x_125 = (*(p)).x; float const x_127 = (*(a_1)).x; float const x_130 = (*(p)).y; float const x_132 = (*(a_1)).y; float const x_136 = (*(b_1)).x; float const x_137 = (*(a_1)).x; float const x_140 = (*(b_1)).y; float const x_141 = (*(a_1)).y; param = float2((x_125 - x_127), (x_130 - x_132)); param_1 = float2((x_136 - x_137), (x_140 - x_141)); float const x_144 = cross2d_vf2_vf2_(&(param), &(param_1)); pab = x_144; float const x_145 = (*(p)).x; float const x_146 = (*(b_1)).x; float const x_148 = (*(p)).y; float const x_149 = (*(b_1)).y; float const x_153 = (*(c)).x; float const x_154 = (*(b_1)).x; float const x_156 = clamp_y; float const x_157 = (*(b_1)).y; param_2 = float2((x_145 - x_146), (x_148 - x_149)); param_3 = float2((x_153 - x_154), (x_156 - x_157)); float const x_160 = cross2d_vf2_vf2_(&(param_2), &(param_3)); pbc = x_160; float const x_161 = pab; float const x_163 = pbc; bool const x_165 = ((x_161 < 0.0f) & (x_163 < 0.0f)); x_174_phi = x_165; if (!(x_165)) { float const x_169 = pab; float const x_171 = pbc; x_173 = ((x_169 >= 0.0f) & (x_171 >= 0.0f)); x_174_phi = x_173; } bool const x_174 = x_174_phi; if (!(x_174)) { return 0; } float const x_178 = (*(p)).x; float const x_179 = (*(c)).x; float const x_181 = (*(p)).y; float const x_182 = (*(c)).y; float const x_185 = (*(a_1)).x; float const x_186 = (*(c)).x; float const x_188 = (*(a_1)).y; float const x_189 = (*(c)).y; param_4 = float2((x_178 - x_179), (x_181 - x_182)); param_5 = float2((x_185 - x_186), (x_188 - x_189)); float const x_192 = cross2d_vf2_vf2_(&(param_4), &(param_5)); pca = x_192; float const x_193 = pab; float const x_195 = pca; bool const x_197 = ((x_193 < 0.0f) & (x_195 < 0.0f)); x_206_phi = x_197; if (!(x_197)) { float const x_201 = pab; float const x_203 = pca; x_205 = ((x_201 >= 0.0f) & (x_203 >= 0.0f)); x_206_phi = x_205; } bool const x_206 = x_206_phi; if (!(x_206)) { return 0; } return 1; } void main_1(constant buf0& x_15, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { float2 pos = 0.0f; float2 param_6 = 0.0f; float2 param_7 = 0.0f; float2 param_8 = 0.0f; float2 param_9 = 0.0f; float4 const x_72 = *(tint_symbol_5); float2 const x_75 = x_15.resolution; pos = (float2(x_72.x, x_72.y) / x_75); float2 const x_77 = pos; param_6 = x_77; param_7 = float2(0.699999988f, 0.300000012f); param_8 = float2(0.5f, 0.899999976f); param_9 = float2(0.100000001f, 0.400000006f); int const x_78 = pointInTriangle_vf2_vf2_vf2_vf2_(x_15, &(param_6), &(param_7), &(param_8), &(param_9)); if ((x_78 == 1)) { *(tint_symbol_6) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_6) = float4(0.0f, 0.0f, 0.0f, 1.0f); } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_15 [[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_15, &(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; }