#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_7, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { int loop_count = 0; loop_count = 0; float const x_33 = x_7.injectionSwitch.x; float const x_35 = x_7.injectionSwitch.y; bool const x_36 = (x_33 > x_35); if (x_36) { return; } float const x_40 = (*(tint_symbol_5)).x; bool const x_41 = (x_40 < 0.0f); while (true) { int const x_43 = loop_count; if ((x_43 < 100)) { } else { break; } if (x_36) { break; } if (x_36) { *(tint_symbol_6) = float4(1.0f, 1.0f, 1.0f, 1.0f); } else { if (x_41) { return; } } if (x_36) { *(tint_symbol_6) = float4(1.0f, 1.0f, 1.0f, 1.0f); } else { *(tint_symbol_6) = float4(1.0f, 0.0f, 0.0f, 1.0f); } if (x_36) { return; } if (x_41) { while (true) { int const x_63 = loop_count; if ((x_63 < 100)) { } else { break; } { int const x_67 = loop_count; loop_count = (x_67 + 1); } } } { int const x_69 = loop_count; loop_count = (x_69 + 1); } } int const x_71 = loop_count; if ((x_71 >= 100)) { *(tint_symbol_6) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_6) = float4(1.0f, 1.0f, 1.0f, 1.0f); } 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; }