#include using namespace metal; struct tint_padded_array_element { /* 0x0000 */ float el; /* 0x0004 */ int8_t tint_pad[12]; }; struct tint_array_wrapper { /* 0x0000 */ tint_padded_array_element arr[4]; }; struct buf0 { /* 0x0000 */ tint_array_wrapper x_GLF_uniform_float_values; }; struct tint_padded_array_element_1 { /* 0x0000 */ int el; /* 0x0004 */ int8_t tint_pad_1[12]; }; struct tint_array_wrapper_1 { /* 0x0000 */ tint_padded_array_element_1 arr[3]; }; struct buf1 { /* 0x0000 */ tint_array_wrapper_1 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, constant buf1& x_9, thread float4* const tint_symbol_4) { float a = 0.0f; int i = 0; float b = 0.0f; float c = 0.0f; float d = 0.0f; bool x_67 = false; bool x_68_phi = false; float const x_37 = x_6.x_GLF_uniform_float_values.arr[0].el; a = x_37; int const x_39 = x_9.x_GLF_uniform_int_values.arr[1].el; i = x_39; while (true) { int const x_44 = i; int const x_46 = x_9.x_GLF_uniform_int_values.arr[0].el; if ((x_44 < x_46)) { } else { break; } float const x_49 = a; b = x_49; float const x_50 = b; c = x_50; float const x_51 = c; d = asin(x_51); float const x_54 = x_6.x_GLF_uniform_float_values.arr[1].el; c = x_54; float const x_55 = d; a = x_55; { int const x_56 = i; i = (x_56 + 1); } } float const x_59 = x_6.x_GLF_uniform_float_values.arr[2].el; float const x_60 = a; bool const x_61 = (x_59 < x_60); x_68_phi = x_61; if (x_61) { float const x_64 = a; float const x_66 = x_6.x_GLF_uniform_float_values.arr[3].el; x_67 = (x_64 < x_66); x_68_phi = x_67; } bool const x_68 = x_68_phi; if (x_68) { int const x_73 = x_9.x_GLF_uniform_int_values.arr[2].el; int const x_76 = x_9.x_GLF_uniform_int_values.arr[1].el; int const x_79 = x_9.x_GLF_uniform_int_values.arr[1].el; int const x_82 = x_9.x_GLF_uniform_int_values.arr[2].el; *(tint_symbol_4) = float4(float(x_73), float(x_76), float(x_79), float(x_82)); } else { int const x_86 = x_9.x_GLF_uniform_int_values.arr[1].el; float const x_87 = float(x_86); *(tint_symbol_4) = float4(x_87, x_87, x_87, x_87); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]], constant buf1& x_9 [[buffer(1)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, x_9, &(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; }