#include using namespace metal; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) { int ll = 0; *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); float const x_30 = (*(tint_symbol_4)).x; if ((int(x_30) < 2000)) { } else { ll = 0; while (true) { float const x_41 = (*(tint_symbol_4)).x; if ((x_41 < 0.0f)) { discard_fragment(); } int const x_6 = ll; if ((x_6 >= 5)) { break; } { int const x_7 = ll; ll = as_type((as_type(x_7) + as_type(1))); } } float const x_49 = (*(tint_symbol_4)).x; if ((int(x_49) >= 2000)) { discard_fragment(); } } return; } main_out tint_symbol_inner(float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { *(tint_symbol_5) = gl_FragCoord_param; main_1(tint_symbol_6, tint_symbol_5); 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]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; main_out const inner_result = tint_symbol_inner(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; }