#include using namespace metal; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; float3 f_() { int iteration = 0; int k = 0; iteration = 0; k = 0; while (true) { int const x_7 = k; if ((x_7 < 100)) { } else { break; } int const x_8 = iteration; iteration = as_type((as_type(x_8) + as_type(1))); { int const x_10 = k; k = as_type((as_type(x_10) + as_type(1))); } } int const x_12 = iteration; if ((x_12 < 100)) { int const x_13 = iteration; int const x_15 = iteration; return float3(1.0f, float(as_type((as_type(x_13) - as_type(1)))), float(as_type((as_type(x_15) - as_type(1))))); } else { while (true) { while (true) { return float3(1.0f, 0.0f, 0.0f); } return float3(0.0f, 0.0f, 0.0f); } return float3(0.0f, 0.0f, 0.0f); } return float3(0.0f, 0.0f, 0.0f); } void main_1(thread float4* const tint_symbol_3) { float3 const x_35 = f_(); *(tint_symbol_3) = float4(x_35.x, x_35.y, x_35.z, 1.0f); return; } main_out tint_symbol_inner(thread float4* const tint_symbol_4) { main_1(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() { thread float4 tint_symbol_5 = 0.0f; main_out const inner_result = tint_symbol_inner(&(tint_symbol_5)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }