#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 resolution; }; struct tint_array_wrapper { float4 arr[16]; }; 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_4, thread float4* const tint_symbol_5) { tint_array_wrapper indexable = {}; int x_69 = 0; int x_69_phi = 0; int x_72_phi = 0; float4 const x_55 = *(tint_symbol_4); float2 const x_58 = x_6.resolution; float2 const x_59 = (float2(x_55.x, x_55.y) / x_58); int const x_67 = as_type((as_type(int((x_59.x * 10.0f))) + as_type(as_type((as_type(int((x_59.y * 10.0f))) * as_type(10)))))); x_69_phi = 100; x_72_phi = 0; while (true) { int x_70 = 0; int x_73 = 0; x_69 = x_69_phi; int const x_72 = x_72_phi; if ((x_72 < x_67)) { } else { break; } { x_70 = (as_type((as_type(as_type((as_type(4) * as_type(as_type(x_69))))) * as_type(as_type((as_type(1000) - as_type(as_type(x_69))))))) / 1000); x_73 = as_type((as_type(x_72) + as_type(1))); x_69_phi = x_70; x_72_phi = x_73; } } tint_array_wrapper const tint_symbol_2 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}}; indexable = tint_symbol_2; float2 const x_80 = float2(float4(0.0f, 1.0f, 0.0f, 1.0f).y, float4(0.5f, 0.0f, 0.5f, 1.0f).x); float4 const x_82 = indexable.arr[as_type((x_69 % 16))]; *(tint_symbol_5) = x_82; return; } main_out tint_symbol_inner(constant buf0& x_6, 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_6, tint_symbol_6, tint_symbol_7); main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_7)}; return tint_symbol_3; } fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[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_6, 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; }