#include using namespace metal; struct buf0 { /* 0x0000 */ float one; }; 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) { float3 v = 0.0f; float d = 0.0f; float const x_36 = x_6.one; v = mix(float3(5.0f, 8.0f, -12.199999809f), float3(1.0f, 4.900000095f, -2.099999905f), float3(x_36, x_36, x_36)); float3 const x_39 = v; d = distance(x_39, float3(1.0f, 4.900000095f, -2.099999905f)); float const x_41 = d; if ((x_41 < 0.100000001f)) { float const x_47 = v.x; *(tint_symbol_4) = float4(x_47, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, &(tint_symbol_5)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5}; tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_3; }