#include using namespace metal; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; float func_(thread float4* const tint_symbol_3) { float x = 0.0f; x = 2.0f; float const x_35 = (*(tint_symbol_3)).x; if ((x_35 == 12.0f)) { float const x_40 = (*(tint_symbol_3)).y; if ((x_40 == 13.0f)) { float const x_44 = x; x = (x_44 + 1.0f); } float const x_46 = x; return x_46; } return 1.0f; } void main_1(thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) { if (false) { float const x_31 = func_(tint_symbol_4); *(tint_symbol_5) = float4(x_31, x_31, x_31, x_31); } else { *(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f); } 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_6, tint_symbol_7); 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; }