#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct tint_array_wrapper { float2 arr[17]; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; float func_(constant buf0& x_7, thread float4* const tint_symbol_5) { int x = 0; float const x_99 = (*(tint_symbol_5)).x; if ((x_99 < 1.0f)) { return 5.0f; } float const x_104 = x_7.injectionSwitch.x; float const x_106 = x_7.injectionSwitch.y; if ((x_104 > x_106)) { return 1.0f; } float const x_111 = x_7.injectionSwitch.x; x = int(x_111); float const x_114 = x_7.injectionSwitch.x; int const x_118 = x; x = (x_118 + (int(clamp(x_114, 0.0f, 1.0f)) * 3)); int const x_120 = x; return (5.0f + float(x_120)); } void main_1(constant buf0& x_7, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) { int i = 0; int j = 0; tint_array_wrapper data = {}; i = 0; while (true) { int const x_48 = i; float const x_50 = x_7.injectionSwitch.x; if ((x_48 < (4 + int(x_50)))) { } else { break; } float const x_56 = (*(tint_symbol_6)).x; if ((x_56 >= 0.0f)) { j = 0; while (true) { bool x_81 = false; bool x_82_phi = false; int const x_64 = j; if ((x_64 < 4)) { } else { break; } int const x_67 = j; int const x_69 = i; float const x_71 = func_(x_7, tint_symbol_6); data.arr[((4 * x_67) + x_69)].x = x_71; float const x_74 = data.arr[0].x; bool const x_75 = (x_74 == 5.0f); x_82_phi = x_75; if (!(x_75)) { float const x_80 = data.arr[15].x; x_81 = (x_80 == 5.0f); x_82_phi = x_81; } bool const x_82 = x_82_phi; if (x_82) { *(tint_symbol_7) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_7) = float4(0.0f, 0.0f, 0.0f, 0.0f); } float const x_87 = x_7.injectionSwitch.x; float const x_89 = x_7.injectionSwitch.y; if ((x_87 > x_89)) { return; } { int const x_93 = j; j = (x_93 + 1); } } } { int const x_95 = i; i = (x_95 + 1); } } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]]) { thread float4 tint_symbol_8 = 0.0f; thread float4 tint_symbol_9 = 0.0f; tint_symbol_8 = gl_FragCoord_param; main_1(x_7, &(tint_symbol_8), &(tint_symbol_9)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9}; tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }