#include using namespace metal; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; float3 mand_() { bool x_40 = false; float3 x_41 = 0.0f; int k = 0; while (true) { k = 0; while (true) { int const x_7 = k; if ((x_7 < 1000)) { } else { break; } x_40 = true; x_41 = float3(1.0f, 1.0f, 1.0f); break; } bool const x_50 = x_40; if (x_50) { break; } discard_fragment(); } float3 const x_52 = x_41; return x_52; } void main_1(thread float4* const tint_symbol_3) { int i = 0; *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); i = 0; while (true) { int const x_8 = i; if ((x_8 < 4)) { } else { break; } { float3 const x_38 = mand_(); int const x_9 = i; i = as_type((as_type(x_9) + as_type(1))); } } 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; }