#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void f_(constant buf0& x_7, thread float4* const tint_symbol_3) { while (true) { float const x_35 = x_7.injectionSwitch.y; if ((1.0f > x_35)) { float const x_40 = (*(tint_symbol_3)).y; if ((x_40 < 0.0f)) { { if (false) { } else { break; } } continue; } else { { if (false) { } else { break; } } continue; } { if (false) { } else { break; } } continue; } discard_fragment(); { if (false) { } else { break; } } } return; } void main_1(constant buf0& x_7, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) { f_(x_7, tint_symbol_4); *(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f); return; } main_out tint_symbol_inner(constant buf0& x_7, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) { *(tint_symbol_6) = gl_FragCoord_param; main_1(x_7, 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]], constant buf0& x_7 [[buffer(0)]]) { thread float4 tint_symbol_8 = 0.0f; thread float4 tint_symbol_9 = 0.0f; main_out const inner_result = tint_symbol_inner(x_7, 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; }