#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 zeroOne; }; 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_6, thread float4* const tint_symbol_3) { float2 v = 0.0f; float d = 0.0f; float2 const x_37 = x_6.zeroOne; v = mix(float2(2.0f, 3.0f), float2(4.0f, 5.0f), x_37); float2 const x_39 = v; d = distance(x_39, float2(2.0f, 5.0f)); float const x_41 = d; if ((x_41 < 0.100000001f)) { float const x_47 = v.x; float const x_50 = v.y; *(tint_symbol_3) = float4((x_47 - 1.0f), (x_50 - 5.0f), 0.0f, 1.0f); } else { *(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } main_out tint_symbol_inner(constant buf0& x_6, thread float4* const tint_symbol_4) { main_1(x_6, tint_symbol_4); main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_out const inner_result = tint_symbol_inner(x_6, &(tint_symbol_5)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }