#include using namespace metal; struct buf0 { /* 0x0000 */ packed_int4 sequence; }; 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_7, thread float4* const tint_symbol_4) { int4 a = 0; int i = 0; int sum = 0; a = int4(0, 0, 0, 0); i = 0; while (true) { int const x_40 = i; int const x_42 = x_7.sequence.w; if ((x_40 < as_type((as_type(x_42) + as_type(1))))) { } else { break; } int const x_46 = i; int const x_48 = x_7.sequence.x; int const x_49 = i; int const x_52 = x_7.sequence[clamp(x_46, x_48, x_49)]; if ((x_52 == 1)) { int const x_57 = i; a[x_57] = 5; } else { int const x_59 = i; int const x_60 = i; a[x_59] = x_60; } { int const x_62 = i; i = as_type((as_type(x_62) + as_type(1))); } } int const x_65 = a.x; int const x_67 = a.y; int const x_70 = a.z; int const x_73 = a.w; sum = as_type((as_type(as_type((as_type(as_type((as_type(x_65) + as_type(x_67)))) + as_type(x_70)))) + as_type(x_73))); int const x_75 = sum; if ((x_75 == 10)) { *(tint_symbol_4) = float4(1.0f, 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_7 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_7, &(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; }