#include using namespace metal; struct tint_padded_array_element { /* 0x0000 */ float el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper { /* 0x0000 */ tint_padded_array_element arr[3]; }; struct buf1 { /* 0x0000 */ tint_array_wrapper x_GLF_uniform_float_values; }; struct tint_padded_array_element_1 { /* 0x0000 */ int el; /* 0x0004 */ int8_t tint_pad_1[12]; }; struct tint_array_wrapper_1 { /* 0x0000 */ tint_padded_array_element_1 arr[2]; }; struct buf0 { /* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_int_values; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf1& x_6, constant buf0& x_8, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) { int2 v = 0; float const x_39 = (*(tint_symbol_3)).y; float const x_41 = x_6.x_GLF_uniform_float_values.arr[0].el; if ((x_39 < x_41)) { int const x_47 = x_8.x_GLF_uniform_int_values.arr[0].el; float const x_48 = float(x_47); *(tint_symbol_4) = float4(x_48, x_48, x_48, x_48); } else { float4 const x_50 = *(tint_symbol_3); float const x_53 = x_6.x_GLF_uniform_float_values.arr[1].el; float const x_55 = x_6.x_GLF_uniform_float_values.arr[0].el; float const x_59 = x_6.x_GLF_uniform_float_values.arr[2].el; v = int2(((float2(x_50.x, x_50.y) - float2(x_53, x_55)) * x_59)); float const x_63 = x_6.x_GLF_uniform_float_values.arr[1].el; int const x_65 = v.y; int const x_67 = x_8.x_GLF_uniform_int_values.arr[1].el; int const x_70 = x_8.x_GLF_uniform_int_values.arr[1].el; int const x_74 = v.x; int const x_76 = x_8.x_GLF_uniform_int_values.arr[1].el; float const x_80 = x_6.x_GLF_uniform_float_values.arr[1].el; *(tint_symbol_4) = float4(x_63, float((as_type((as_type(x_65) - as_type(x_67))) & x_70)), float((x_74 & x_76)), x_80); } return; } main_out tint_symbol_inner(constant buf1& x_6, constant buf0& x_8, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { *(tint_symbol_5) = gl_FragCoord_param; main_1(x_6, x_8, tint_symbol_5, tint_symbol_6); main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf1& x_6 [[buffer(0)]], constant buf0& x_8 [[buffer(1)]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; main_out const inner_result = tint_symbol_inner(x_6, x_8, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }