#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 resolution; }; struct tint_array_wrapper { float4 arr[16]; }; 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_6, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) { tint_array_wrapper indexable = {}; int x_66 = 0; int x_66_phi = 0; int x_69_phi = 0; float4 const x_52 = *(tint_symbol_6); float2 const x_55 = x_6.resolution; float2 const x_56 = (float2(x_52.x, x_52.y) / x_55); int const x_64 = (int((x_56.x * 10.0f)) + (int((x_56.y * 10.0f)) * 10)); x_66_phi = 100; x_69_phi = 0; while (true) { int x_67 = 0; int x_70 = 0; x_66 = x_66_phi; int const x_69 = x_69_phi; if ((x_69 < x_64)) { } else { break; } { x_67 = (((4 * as_type(x_66)) * (1000 - as_type(x_66))) / 1000); x_70 = (x_69 + 1); x_66_phi = x_67; x_69_phi = x_70; } } tint_array_wrapper const tint_symbol_4 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}}; indexable = tint_symbol_4; float4 const x_78 = indexable.arr[as_type((x_66 % 16))]; *(tint_symbol_7) = x_78; return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[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_6, &(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_5 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_5; }