#include using namespace metal; struct tint_padded_array_element { /* 0x0000 */ int el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper { /* 0x0000 */ tint_padded_array_element arr[2]; }; struct buf2 { /* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values; }; struct tint_padded_array_element_1 { /* 0x0000 */ float el; /* 0x0004 */ int8_t tint_pad_1[12]; }; struct tint_array_wrapper_1 { /* 0x0000 */ tint_padded_array_element_1 arr[1]; }; struct buf0 { /* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_float_values; }; struct tint_padded_array_element_2 { /* 0x0000 */ uint el; /* 0x0004 */ int8_t tint_pad_2[12]; }; struct tint_array_wrapper_2 { /* 0x0000 */ tint_padded_array_element_2 arr[1]; }; struct buf1 { /* 0x0000 */ tint_array_wrapper_2 x_GLF_uniform_uint_values; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf2& x_8, constant buf0& x_10, constant buf1& x_12, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { uint a = 0u; int b = 0; a = 0u; int const x_41 = x_8.x_GLF_uniform_int_values.arr[1].el; b = x_41; float const x_43 = (*(tint_symbol_5)).x; float const x_45 = x_10.x_GLF_uniform_float_values.arr[0].el; if ((x_43 < x_45)) { uint const x_50 = x_12.x_GLF_uniform_uint_values.arr[0].el; uint const x_51 = a; b = as_type((x_50 % x_51)); } int const x_54 = b; int const x_56 = x_8.x_GLF_uniform_int_values.arr[1].el; if ((x_54 == x_56)) { int const x_62 = x_8.x_GLF_uniform_int_values.arr[1].el; int const x_65 = x_8.x_GLF_uniform_int_values.arr[0].el; int const x_68 = x_8.x_GLF_uniform_int_values.arr[0].el; int const x_71 = x_8.x_GLF_uniform_int_values.arr[1].el; *(tint_symbol_6) = float4(float(x_62), float(x_65), float(x_68), float(x_71)); } else { int const x_75 = x_8.x_GLF_uniform_int_values.arr[0].el; float const x_76 = float(x_75); *(tint_symbol_6) = float4(x_76, x_76, x_76, x_76); } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf2& x_8 [[buffer(2)]], constant buf0& x_10 [[buffer(0)]], constant buf1& x_12 [[buffer(1)]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; tint_symbol_7 = gl_FragCoord_param; main_1(x_8, x_10, x_12, &(tint_symbol_7), &(tint_symbol_8)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_8}; tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }