#include using namespace metal; struct buf0 { /* 0x0000 */ float one; }; 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_7, thread float4* const tint_symbol_3) { float4 v = 0.0f; float4 res = 0.0f; v = float4(8.399999619f, -864.664978027f, 945.41998291f, 1.0f); float const x_31 = x_7.one; float4 const x_37 = v; res = (float4x4(float4(x_31, 0.0f, 0.0f, 0.0f), float4(0.0f, x_31, 0.0f, 0.0f), float4(0.0f, 0.0f, x_31, 0.0f), float4(0.0f, 0.0f, 0.0f, x_31)) * x_37); float4 const x_39 = v; float4 const x_40 = res; if ((distance(x_39, x_40) < 0.01f)) { *(tint_symbol_3) = float4(1.0f, 0.0f, 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_7, thread float4* const tint_symbol_4) { main_1(x_7, 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_7 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_out const inner_result = tint_symbol_inner(x_7, &(tint_symbol_5)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }