#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct StructType { float3 col; bool4 bbbb; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf0& x_5, thread float4* const tint_symbol_5) { StructType x_33 = {}; int x_38 = 0; StructType x_42 = {}; StructType x_33_phi = {}; int x_9_phi = 0; StructType x_42_phi = {}; int x_10_phi = 0; StructType const tint_symbol_3 = {.col=float3(0.0f, 0.0f, 0.0f), .bbbb=bool4(false, false, false, false)}; x_33_phi = tint_symbol_3; x_9_phi = 0; while (true) { StructType x_34 = {}; int x_7 = 0; x_33 = x_33_phi; int const x_9 = x_9_phi; float const x_37 = x_5.injectionSwitch.y; x_38 = int(x_37); if ((x_9 < x_38)) { } else { break; } { x_34 = x_33; x_34.col = float3(1.0f, 0.0f, 0.0f); x_7 = (x_9 + 1); x_33_phi = x_34; x_9_phi = x_7; } } x_42_phi = x_33; x_10_phi = 0; while (true) { StructType x_43 = {}; int x_8 = 0; x_42 = x_42_phi; int const x_10 = x_10_phi; if ((x_10 < x_38)) { } else { break; } { x_43 = x_42; x_43.col = float3(1.0f, 0.0f, 0.0f); x_8 = (x_10 + 1); x_42_phi = x_43; x_10_phi = x_8; } } float3 const x_47 = x_42.col; *(tint_symbol_5) = float4(x_47.x, x_47.y, x_47.z, 1.0f); return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_5 [[buffer(0)]]) { thread float4 tint_symbol_6 = 0.0f; main_1(x_5, &(tint_symbol_6)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_6}; tint_symbol_1 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_4; }