#include using namespace metal; struct struct_base { int data; int leftIndex; int rightIndex; }; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct tint_array_wrapper { struct_base arr[3]; }; 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_8, thread tint_array_wrapper* const tint_symbol_8, thread float4* const tint_symbol_9) { int index = 0; struct_base const tint_symbol_3 = {.data=1, .leftIndex=1, .rightIndex=1}; struct_base const tint_symbol_4 = {.data=1, .leftIndex=1, .rightIndex=1}; struct_base const tint_symbol_5 = {.data=1, .leftIndex=1, .rightIndex=1}; tint_array_wrapper const tint_symbol_6 = {.arr={tint_symbol_3, tint_symbol_4, tint_symbol_5}}; *(tint_symbol_8) = tint_symbol_6; index = 1; (*(tint_symbol_8)).arr[1].rightIndex = 1; int const x_39 = (*(tint_symbol_8)).arr[1].leftIndex; if ((x_39 == 1)) { float const x_45 = x_8.injectionSwitch.x; int const x_48 = (*(tint_symbol_8)).arr[int(x_45)].rightIndex; index = x_48; } else { float const x_50 = x_8.injectionSwitch.y; int const x_53 = (*(tint_symbol_8)).arr[int(x_50)].leftIndex; index = x_53; } int const x_55 = (*(tint_symbol_8)).arr[1].leftIndex; if ((x_55 == 1)) { *(tint_symbol_9) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_9) = float4(1.0f, 1.0f, 1.0f, 1.0f); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_8 [[buffer(0)]]) { thread tint_array_wrapper tint_symbol_10 = {}; thread float4 tint_symbol_11 = 0.0f; main_1(x_8, &(tint_symbol_10), &(tint_symbol_11)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_11}; tint_symbol_1 const tint_symbol_7 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_7; }