#include using namespace metal; struct tint_padded_array_element { /* 0x0000 */ int el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper { /* 0x0000 */ tint_padded_array_element arr[2]; }; struct buf0 { /* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values; }; 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_7, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { int a = 0; float const x_30 = (*(tint_symbol_5)).x; a = max(1, min(1, int(x_30))); int const x_34 = a; if ((x_34 < 2)) { int const x_40 = x_7.x_GLF_uniform_int_values.arr[0].el; int const x_43 = x_7.x_GLF_uniform_int_values.arr[0].el; int const x_46 = x_7.x_GLF_uniform_int_values.arr[1].el; *(tint_symbol_6) = float4(1.0f, float(x_40), float(x_43), float(x_46)); } else { int const x_50 = x_7.x_GLF_uniform_int_values.arr[1].el; float const x_51 = float(x_50); *(tint_symbol_6) = float4(x_51, x_51, x_51, x_51); } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[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_7, &(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; }