#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct tint_array_wrapper { float arr[2]; }; 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) { tint_array_wrapper data = {}; float x_32 = 0.0f; x_32 = x_6.injectionSwitch.x; data.arr[0] = x_32; data.arr[1] = x_32; *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); float const x_35 = data.arr[1]; if ((x_35 > 1.0f)) { float x_43_phi = 0.0f; int const x_39 = int(x_32); x_43_phi = 0.0f; switch(x_39) { case 0: { x_43_phi = 1.0f; /* fallthrough */ } case 1: { float const x_43 = x_43_phi; data.arr[x_39] = x_43; *(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f); break; } default: { break; } } } 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; }