#include using namespace metal; struct buf0 { /* 0x0000 */ float two; }; 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) { float a = 0.0f; float b = 0.0f; float const x_33 = (*(tint_symbol_5)).x; a = dfdx(cos(x_33)); float const x_37 = x_8.two; float const x_38 = a; b = mix(2.0f, x_37, x_38); float const x_40 = b; float const x_42 = b; if (((x_40 >= 1.899999976f) & (x_42 <= 2.099999905f))) { *(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; }