#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; 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_6, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { *(tint_symbol_5) = float4(0.0f, 0.0f, 0.0f, 1.0f); float const x_30 = x_6.injectionSwitch.x; switch(int(x_30)) { case 0: { switch(1) { case 1: { float const x_38 = (*(tint_symbol_6)).y; if ((x_38 >= 0.0f)) { *(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f); break; } discard_fragment(); break; } default: { break; } } /* fallthrough */ } case 42: { break; } default: { break; } } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[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_6, &(tint_symbol_8), &(tint_symbol_7)); 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; }