#include using namespace metal; struct buf0 { /* 0x0000 */ float one; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf0& x_8, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { float2 a = 0.0f; float3 b = 0.0f; bool x_105 = false; bool x_111 = false; bool x_106_phi = false; bool x_112_phi = false; a = float2(1.0f, 1.0f); b = float3(0.0f, 0.0f, 0.0f); float const x_52 = (*(tint_symbol_5)).y; if ((int(x_52) < 40)) { b = float3(0.100000001f, 0.100000001f, 0.100000001f); } else { float const x_59 = (*(tint_symbol_5)).y; if ((int(x_59) < 60)) { b = float3(0.200000003f, 0.200000003f, 0.200000003f); } else { float const x_66 = (*(tint_symbol_5)).y; if ((x_66 < 80.0f)) { float const x_72 = a.x; float const x_74 = x_8.one; b = (cos((float3(x_72, x_72, x_72) + float3(x_74, x_74, x_74))) + float3(0.01f, 0.01f, 0.01f)); } else { float const x_82 = (*(tint_symbol_5)).y; if ((int(x_82) < 100)) { float const x_89 = x_8.one; b = cos(float3(x_89, x_89, x_89)); } else { float const x_93 = (*(tint_symbol_5)).y; if ((int(x_93) < 500)) { b = float3(0.540302277f, 0.540302277f, -0.99996084f); } } } } } float const x_99 = b.x; bool const x_100 = (x_99 < 1.019999981f); x_106_phi = x_100; if (x_100) { float const x_104 = b.y; x_105 = (x_104 < 1.019999981f); x_106_phi = x_105; } bool const x_106 = x_106_phi; x_112_phi = x_106; if (x_106) { float const x_110 = b.z; x_111 = (x_110 < 1.019999981f); x_112_phi = x_111; } bool const x_112 = x_112_phi; if (x_112) { *(tint_symbol_6) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_6) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_8 [[buffer(0)]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; tint_symbol_7 = gl_FragCoord_param; main_1(x_8, &(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; }