#include using namespace metal; struct buf0 { /* 0x0000 */ int five; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; float func_f1_(thread float* const x, thread float4* const tint_symbol_5) { float const x_56 = *(x); if ((x_56 > 5.0f)) { float const x_61 = (*(tint_symbol_5)).x; if ((x_61 < 0.5f)) { discard_fragment(); } else { float const x_67 = (*(tint_symbol_5)).y; if ((x_67 < 0.5f)) { discard_fragment(); } } } float const x_71 = *(x); return (x_71 + 1.0f); } void main_1(constant buf0& x_10, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) { float f = 0.0f; int i = 0; float param = 0.0f; f = 0.0f; i = 0; while (true) { int const x_39 = i; int const x_41 = x_10.five; if ((x_39 < x_41)) { } else { break; } { int const x_45 = i; param = float(x_45); float const x_47 = func_f1_(&(param), tint_symbol_6); f = x_47; int const x_48 = i; i = (x_48 + 1); } } float const x_50 = f; if ((x_50 == 5.0f)) { *(tint_symbol_7) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_7) = float4(0.0f, 0.0f, 0.0f, 0.0f); } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_10 [[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_10, &(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_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }