#include using namespace metal; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; float4 func_(thread float4* const tint_symbol_3) { float x = 0.0f; x = 1.0f; float const x_30 = (*(tint_symbol_3)).x; if ((x_30 < 0.0f)) { x = 0.5f; } float const x_34 = x; return float4(x_34, 0.0f, 0.0f, 1.0f); } void main_1(thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) { *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); while (true) { float4 const x_26 = func_(tint_symbol_5); *(tint_symbol_4) = x_26; if (false) { } else { break; } } return; } main_out tint_symbol_inner(float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) { *(tint_symbol_6) = gl_FragCoord_param; main_1(tint_symbol_7, tint_symbol_6); main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_7)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]]) { thread float4 tint_symbol_8 = 0.0f; thread float4 tint_symbol_9 = 0.0f; main_out const inner_result = tint_symbol_inner(gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }