#include using namespace metal; struct buf0 { /* 0x0000 */ float quarter; }; 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_7, thread float4* const tint_symbol_4) { float4 N = 0.0f; float4 I = 0.0f; float4 Nref = 0.0f; float4 v = 0.0f; N = float4(1.0f, 2.0f, 3.0f, 4.0f); float const x_44 = x_7.quarter; I = float4(4.0f, 87.589996338f, x_44, 92.510002136f); Nref = float4(17.049999237f, -6.099999905f, 4329.370605469f, 2.700000048f); float4 const x_46 = N; float4 const x_47 = I; float4 const x_48 = Nref; v = faceforward(x_46, x_47, x_48); float4 const x_50 = v; if (all((x_50 == float4(-1.0f, -2.0f, -3.0f, -4.0f)))) { *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_7 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_7, &(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; }