#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[5]; }; struct buf0 { /* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf0& x_6, thread float4* const tint_symbol_4) { int a = 0; int b = 0; int c = 0; bool x_76 = false; bool x_83 = false; bool x_77_phi = false; bool x_84_phi = false; int const x_31 = x_6.x_GLF_uniform_int_values.arr[0].el; a = x_31; int const x_33 = x_6.x_GLF_uniform_int_values.arr[2].el; b = x_33; c = 1; while (true) { int const x_38 = b; int const x_40 = x_6.x_GLF_uniform_int_values.arr[4].el; int const x_42 = a; if (((x_38 < x_40) & (x_42 < 10))) { } else { break; } int const x_46 = c; if ((x_46 > 5)) { break; } int const x_50 = a; a = (x_50 + 1); int const x_52 = c; c = (x_52 + 1); int const x_54 = b; b = (x_54 + 1); } while (true) { int const x_60 = a; int const x_62 = x_6.x_GLF_uniform_int_values.arr[1].el; if ((x_60 < x_62)) { } else { break; } { int const x_65 = a; a = (x_65 + 1); } } int const x_67 = a; int const x_69 = x_6.x_GLF_uniform_int_values.arr[1].el; bool const x_70 = (x_67 == x_69); x_77_phi = x_70; if (x_70) { int const x_73 = b; int const x_75 = x_6.x_GLF_uniform_int_values.arr[3].el; x_76 = (x_73 == x_75); x_77_phi = x_76; } bool const x_77 = x_77_phi; x_84_phi = x_77; if (x_77) { int const x_80 = c; int const x_82 = x_6.x_GLF_uniform_int_values.arr[3].el; x_83 = (x_80 == x_82); x_84_phi = x_83; } bool const x_84 = x_84_phi; if (x_84) { int const x_89 = x_6.x_GLF_uniform_int_values.arr[2].el; int const x_92 = x_6.x_GLF_uniform_int_values.arr[0].el; int const x_95 = x_6.x_GLF_uniform_int_values.arr[0].el; int const x_98 = x_6.x_GLF_uniform_int_values.arr[2].el; *(tint_symbol_4) = float4(float(x_89), float(x_92), float(x_95), float(x_98)); } else { int const x_102 = x_6.x_GLF_uniform_int_values.arr[0].el; float const x_103 = float(x_102); *(tint_symbol_4) = float4(x_103, x_103, x_103, x_103); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, &(tint_symbol_5)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5}; tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_3; }