#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)]]; }; float3 mand_() { int k = 0; k = 0; while (true) { if (true) { } else { break; } discard_fragment(); } return float3(1.0f, 1.0f, 1.0f); } void main_1(constant buf0& x_7, thread float4* const tint_symbol_3) { int j = 0; float const x_37 = x_7.injectionSwitch.x; float const x_39 = x_7.injectionSwitch.y; if ((x_37 > x_39)) { j = 0; while (true) { if (true) { } else { break; } { float3 const x_46 = mand_(); } } } *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); return; } main_out tint_symbol_inner(constant buf0& x_7, thread float4* const tint_symbol_4) { main_1(x_7, 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(constant buf0& x_7 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_out const inner_result = tint_symbol_inner(x_7, &(tint_symbol_5)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }