#include using namespace metal; struct tint_padded_array_element { /* 0x0000 */ float el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper { /* 0x0000 */ tint_padded_array_element arr[3]; }; struct buf0 { /* 0x0000 */ tint_array_wrapper x_GLF_uniform_float_values; }; struct tint_padded_array_element_1 { /* 0x0000 */ int el; /* 0x0004 */ int8_t tint_pad_1[12]; }; struct tint_array_wrapper_1 { /* 0x0000 */ tint_padded_array_element_1 arr[3]; }; struct buf1 { /* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_int_values; }; 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, constant buf1& x_10, thread float4* const tint_symbol_4) { float f0 = 0.0f; float f1 = 0.0f; int i = 0; bool x_63 = false; bool x_64_phi = false; float const x_34 = x_6.x_GLF_uniform_float_values.arr[0].el; f0 = x_34; float const x_36 = x_6.x_GLF_uniform_float_values.arr[0].el; f1 = x_36; int const x_38 = x_10.x_GLF_uniform_int_values.arr[1].el; i = x_38; while (true) { int const x_43 = i; int const x_45 = x_10.x_GLF_uniform_int_values.arr[0].el; if ((x_43 < x_45)) { } else { break; } float const x_48 = f0; f0 = fabs((1.100000024f * x_48)); float const x_51 = f0; f1 = x_51; { int const x_52 = i; i = as_type((as_type(x_52) + as_type(1))); } } float const x_54 = f1; float const x_56 = x_6.x_GLF_uniform_float_values.arr[1].el; bool const x_57 = (x_54 > x_56); x_64_phi = x_57; if (x_57) { float const x_60 = f1; float const x_62 = x_6.x_GLF_uniform_float_values.arr[2].el; x_63 = (x_60 < x_62); x_64_phi = x_63; } bool const x_64 = x_64_phi; if (x_64) { int const x_69 = x_10.x_GLF_uniform_int_values.arr[2].el; int const x_72 = x_10.x_GLF_uniform_int_values.arr[1].el; int const x_75 = x_10.x_GLF_uniform_int_values.arr[1].el; int const x_78 = x_10.x_GLF_uniform_int_values.arr[2].el; *(tint_symbol_4) = float4(float(x_69), float(x_72), float(x_75), float(x_78)); } else { int const x_82 = x_10.x_GLF_uniform_int_values.arr[1].el; float const x_83 = float(x_82); *(tint_symbol_4) = float4(x_83, x_83, x_83, x_83); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]], constant buf1& x_10 [[buffer(1)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, x_10, &(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; }