#include using namespace metal; struct Scene { /* 0x0000 */ float4 vEyePosition; }; struct Material { /* 0x0000 */ float4 vDiffuseColor; /* 0x0010 */ packed_float3 vAmbientColor; /* 0x001c */ float placeholder; /* 0x0020 */ packed_float3 vEmissiveColor; /* 0x002c */ float placeholder2; }; struct Mesh { /* 0x0000 */ float visibility; }; void main_1(thread float* const tint_symbol_7, thread bool* const tint_symbol_8, thread float* const tint_symbol_9, const constant Scene* const tint_symbol_10, const constant Material* const tint_symbol_11, const constant Mesh* const tint_symbol_12, thread float4* const tint_symbol_13) { float3 viewDirectionW = 0.0f; float4 baseColor = 0.0f; float3 diffuseColor = 0.0f; float alpha = 0.0f; float3 normalW = 0.0f; float2 uvOffset = 0.0f; float3 baseAmbientColor = 0.0f; float glossiness = 0.0f; float3 diffuseBase = 0.0f; float shadow = 0.0f; float4 refractionColor = 0.0f; float4 reflectionColor = 0.0f; float3 emissiveColor = 0.0f; float3 finalDiffuse = 0.0f; float3 finalSpecular = 0.0f; float4 color = 0.0f; float const x_9 = *(tint_symbol_7); if ((x_9 > 0.0f)) { *(tint_symbol_8) = true; return; } float const x_17 = *(tint_symbol_9); if ((x_17 > 0.0f)) { *(tint_symbol_8) = true; return; } float4 const x_34 = (*(tint_symbol_10)).vEyePosition; float3 const x_38 = float3(0.0f); viewDirectionW = normalize((float3(x_34[0], x_34[1], x_34[2]) - x_38)); baseColor = float4(1.0f); float4 const x_52 = (*(tint_symbol_11)).vDiffuseColor; diffuseColor = float3(x_52[0], x_52[1], x_52[2]); float const x_60 = (*(tint_symbol_11)).vDiffuseColor[3]; alpha = x_60; float3 const x_62 = float3(0.0f); float3 const x_64 = float3(0.0f); uvOffset = float2(0.0f); float4 const x_74 = float4(0.0f); float4 const x_76 = baseColor; float3 const x_78 = (float3(x_76[0], x_76[1], x_76[2]) * float3(x_74[0], x_74[1], x_74[2])); float4 const x_79 = baseColor; baseColor = float4(x_78[0], x_78[1], x_78[2], x_79[3]); baseAmbientColor = float3(1.0f); glossiness = 0.0f; diffuseBase = float3(0.0f); shadow = 1.0f; refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); float3 const x_94 = float3((*(tint_symbol_11)).vEmissiveColor); emissiveColor = x_94; float3 const x_96 = diffuseBase; float3 const x_97 = diffuseColor; float3 const x_99 = emissiveColor; float3 const x_103 = float3((*(tint_symbol_11)).vAmbientColor); float4 const x_108 = baseColor; finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), float3(0.0f), float3(1.0f)) * float3(x_108[0], x_108[1], x_108[2])); finalSpecular = float3(0.0f); float3 const x_113 = finalDiffuse; float3 const x_114 = baseAmbientColor; float3 const x_116 = finalSpecular; float4 const x_118 = reflectionColor; float4 const x_121 = refractionColor; float3 const x_123 = ((((x_113 * x_114) + x_116) + float3(x_118[0], x_118[1], x_118[2])) + float3(x_121[0], x_121[1], x_121[2])); float const x_124 = alpha; color = float4(x_123[0], x_123[1], x_123[2], x_124); float4 const x_129 = color; float3 const x_132 = fmax(float3(x_129[0], x_129[1], x_129[2]), float3(0.0f)); float4 const x_133 = color; color = float4(x_132[0], x_132[1], x_132[2], x_133[3]); float const x_140 = (*(tint_symbol_12)).visibility; float const x_142 = color[3]; color[3] = (x_142 * x_140); float4 const x_147 = color; *(tint_symbol_13) = x_147; return; } struct main_out { float4 glFragColor_1; }; struct tint_symbol_2 { float fClipDistance3_param [[user(locn2)]]; float fClipDistance4_param [[user(locn3)]]; }; struct tint_symbol_3 { float4 glFragColor_1 [[color(0)]]; }; main_out tint_symbol_inner(float fClipDistance3_param, float fClipDistance4_param, thread float* const tint_symbol_14, thread float* const tint_symbol_15, thread bool* const tint_symbol_16, const constant Scene* const tint_symbol_17, const constant Material* const tint_symbol_18, const constant Mesh* const tint_symbol_19, thread float4* const tint_symbol_20) { *(tint_symbol_14) = fClipDistance3_param; *(tint_symbol_15) = fClipDistance4_param; main_1(tint_symbol_14, tint_symbol_16, tint_symbol_15, tint_symbol_17, tint_symbol_18, tint_symbol_19, tint_symbol_20); if (*(tint_symbol_16)) { main_out const tint_symbol_4 = main_out{}; return tint_symbol_4; } main_out const tint_symbol_5 = {.glFragColor_1=*(tint_symbol_20)}; return tint_symbol_5; } void tint_discard_func() { discard_fragment(); } fragment tint_symbol_3 tint_symbol(const constant Scene* tint_symbol_24 [[buffer(0)]], const constant Material* tint_symbol_25 [[buffer(1)]], const constant Mesh* tint_symbol_26 [[buffer(2)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { thread float tint_symbol_21 = 0.0f; thread float tint_symbol_22 = 0.0f; thread bool tint_symbol_23 = false; thread float4 tint_symbol_27 = 0.0f; main_out const inner_result = tint_symbol_inner(tint_symbol_1.fClipDistance3_param, tint_symbol_1.fClipDistance4_param, &(tint_symbol_21), &(tint_symbol_22), &(tint_symbol_23), tint_symbol_24, tint_symbol_25, tint_symbol_26, &(tint_symbol_27)); if (tint_symbol_23) { tint_discard_func(); tint_symbol_3 const tint_symbol_6 = tint_symbol_3{}; return tint_symbol_6; } tint_symbol_3 wrapper_result = {}; wrapper_result.glFragColor_1 = inner_result.glFragColor_1; return wrapper_result; }