#include using namespace metal; struct buf0 { /* 0x0000 */ float zero; }; 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, thread float4* const tint_symbol_4) { float f = 0.0f; bool x_49 = false; bool x_50_phi = false; float const x_31 = (*(tint_symbol_3)).x; f = x_31; float const x_32 = f; f = (x_32 + NAN); float const x_34 = f; if (((5.0f / x_34) == 0.0f)) { float const x_39 = f; f = (x_39 + 1.0f); } float const x_41 = f; bool const x_42 = isnan(x_41); x_50_phi = x_42; if (!(x_42)) { float const x_46 = f; float const x_48 = x_7.zero; x_49 = (x_46 != x_48); x_50_phi = x_49; } bool const x_50 = x_50_phi; if (x_50) { f = 0.0f; } float const x_53 = f; if ((x_53 == 0.0f)) { *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } main_out tint_symbol_inner(constant buf0& x_7, 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_7, 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 buf0& x_7 [[buffer(0)]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; main_out const inner_result = tint_symbol_inner(x_7, 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; }