#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 main_1(constant buf0& x_6, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) { *(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 1.0f); float const x_30 = x_6.injectionSwitch.x; switch(int(x_30)) { case 0: { switch(1) { case 1: { float const x_38 = (*(tint_symbol_4)).y; if ((x_38 >= 0.0f)) { *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); break; } discard_fragment(); break; } default: { break; } } /* fallthrough */ } case 42: { break; } default: { break; } } return; } main_out tint_symbol_inner(constant buf0& x_6, 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_6, 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]], constant buf0& x_6 [[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_6, 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; }