#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_8, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { int odd_index = 0; int even_index = 0; int j = 0; int ll = 0; bool x_59 = false; bool x_60_phi = false; *(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f); float const x_53 = (*(tint_symbol_6)).x; bool const x_54 = (x_53 < 128.0f); x_60_phi = x_54; if (x_54) { float const x_58 = (*(tint_symbol_6)).y; x_59 = (x_58 < 128.0f); x_60_phi = x_59; } bool const x_60 = x_60_phi; if (x_60) { return; } odd_index = 0; while (true) { int const x_11 = odd_index; if ((x_11 <= 1)) { } else { break; } float const x_70 = (*(tint_symbol_5)).x; (*(tint_symbol_5)).x = (x_70 + 0.25f); int const x_12 = odd_index; odd_index = as_type((as_type(x_12) + as_type(1))); } even_index = 1; while (true) { int const x_14 = even_index; if ((x_14 >= 0)) { } else { break; } float const x_80 = (*(tint_symbol_5)).x; (*(tint_symbol_5)).x = (x_80 + 0.25f); float const x_84 = x_8.injectionSwitch.x; float const x_86 = x_8.injectionSwitch.y; if ((x_84 > x_86)) { continue; } int const x_15 = even_index; if ((x_15 >= 1)) { discard_fragment(); } j = 1; while (true) { if (true) { } else { break; } int const x_16 = ll; if ((x_16 >= 3)) { break; } int const x_17 = ll; ll = as_type((as_type(x_17) + as_type(1))); int const x_19 = j; if ((as_type(x_19) < 1u)) { { int const x_20 = j; j = as_type((as_type(x_20) + as_type(1))); } continue; } float const x_106 = x_8.injectionSwitch.x; float const x_108 = x_8.injectionSwitch.y; if ((x_106 > x_108)) { break; } { int const x_20 = j; j = as_type((as_type(x_20) + as_type(1))); } } float const x_113 = x_8.injectionSwitch.x; float const x_115 = x_8.injectionSwitch.y; if ((x_113 > x_115)) { *(tint_symbol_5) = float4(1.0f, 1.0f, 1.0f, 1.0f); } int const x_22 = even_index; even_index = as_type((as_type(x_22) - as_type(1))); } 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_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; }