#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; 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_5, thread float4* const tint_symbol_6) { while (true) { bool x_45 = false; int x_48 = 0; int x_49 = 0; bool x_46 = false; int x_115 = 0; int x_116 = 0; bool x_45_phi = false; int x_48_phi = 0; int x_50_phi = 0; int x_52_phi = 0; int x_111_phi = 0; bool x_112_phi = false; int x_115_phi = 0; int x_118_phi = 0; int x_120_phi = 0; int x_161_phi = 0; float const x_40 = x_6.injectionSwitch.x; bool const x_41 = (x_40 < -1.0f); x_45_phi = false; x_48_phi = 0; x_50_phi = 0; x_52_phi = 0; while (true) { int x_62 = 0; int x_65 = 0; int x_66 = 0; int x_63 = 0; int x_53 = 0; int x_62_phi = 0; int x_65_phi = 0; int x_67_phi = 0; int x_51_phi = 0; int x_49_phi = 0; bool x_46_phi = false; x_45 = x_45_phi; x_48 = x_48_phi; int const x_50 = x_50_phi; int const x_52 = x_52_phi; float const x_55 = (*(tint_symbol_5)).y; x_111_phi = x_48; x_112_phi = x_45; if ((x_52 < select(100, 10, (x_55 > -1.0f)))) { } else { break; } x_62_phi = x_48; x_65_phi = x_50; x_67_phi = 0; while (true) { int x_97 = 0; int x_68 = 0; int x_66_phi = 0; x_62 = x_62_phi; x_65 = x_65_phi; int const x_67 = x_67_phi; x_51_phi = x_65; x_49_phi = x_62; x_46_phi = x_45; if ((x_67 < 2)) { } else { break; } while (true) { bool x_78 = false; int x_86_phi = 0; int x_97_phi = 0; bool x_98_phi = false; float const x_77 = (*(tint_symbol_5)).x; x_78 = (x_77 < -1.0f); if (!((x_40 < 0.0f))) { if (x_78) { x_66_phi = 0; break; } x_86_phi = 1; while (true) { int x_87 = 0; int const x_86 = x_86_phi; x_97_phi = x_65; x_98_phi = false; if ((x_86 < 3)) { } else { break; } if (x_78) { { x_87 = (x_86 + 1); x_86_phi = x_87; } continue; } if ((x_86 > 0)) { x_97_phi = 1; x_98_phi = true; break; } { x_87 = (x_86 + 1); x_86_phi = x_87; } } x_97 = x_97_phi; bool const x_98 = x_98_phi; x_66_phi = x_97; if (x_98) { break; } } x_66_phi = 0; break; } x_66 = x_66_phi; x_63 = as_type((x_62 + x_66)); if (x_41) { while (true) { if (x_41) { } else { break; } { float const x_105 = float(x_52); *(tint_symbol_6) = float4(x_105, x_105, x_105, x_105); } } x_51_phi = x_66; x_49_phi = x_63; x_46_phi = true; break; } { x_68 = (x_67 + 1); x_62_phi = x_63; x_65_phi = x_66; x_67_phi = x_68; } } int const x_51 = x_51_phi; x_49 = x_49_phi; x_46 = x_46_phi; x_111_phi = x_49; x_112_phi = x_46; if (x_46) { break; } if (!(x_41)) { x_111_phi = x_49; x_112_phi = x_46; break; } { x_53 = (x_52 + 1); x_45_phi = x_46; x_48_phi = x_49; x_50_phi = x_51; x_52_phi = x_53; } } int const x_111 = x_111_phi; bool const x_112 = x_112_phi; if (x_112) { break; } x_115_phi = x_111; x_118_phi = 0; x_120_phi = 0; while (true) { int x_154 = 0; int x_121 = 0; int x_119_phi = 0; x_115 = x_115_phi; int const x_118 = x_118_phi; int const x_120 = x_120_phi; float const x_123 = x_6.injectionSwitch.y; x_161_phi = x_115; if ((x_120 < int((x_123 + 1.0f)))) { } else { break; } while (true) { bool x_135 = false; int x_143_phi = 0; int x_154_phi = 0; bool x_155_phi = false; float const x_134 = (*(tint_symbol_5)).x; x_135 = (x_134 < -1.0f); if (!((x_40 < 0.0f))) { if (x_135) { x_119_phi = 0; break; } x_143_phi = 1; while (true) { int x_144 = 0; int const x_143 = x_143_phi; x_154_phi = x_118; x_155_phi = false; if ((x_143 < 3)) { } else { break; } if (x_135) { { x_144 = (x_143 + 1); x_143_phi = x_144; } continue; } if ((x_143 > 0)) { x_154_phi = 1; x_155_phi = true; break; } { x_144 = (x_143 + 1); x_143_phi = x_144; } } x_154 = x_154_phi; bool const x_155 = x_155_phi; x_119_phi = x_154; if (x_155) { break; } } x_119_phi = 0; break; } int x_119 = 0; x_119 = x_119_phi; x_116 = as_type((x_115 + x_119)); if (select(x_41, false, !(x_41))) { x_161_phi = x_116; break; } { x_121 = (x_120 + 1); x_115_phi = x_116; x_118_phi = x_119; x_120_phi = x_121; } } int const x_161 = x_161_phi; if ((x_161 == 4)) { *(tint_symbol_6) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_6) = float4(0.0f, 0.0f, 0.0f, 0.0f); } break; } return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_7 = 0.0f; thread float4 tint_symbol_8 = 0.0f; tint_symbol_7 = gl_FragCoord_param; main_1(x_6, &(tint_symbol_7), &(tint_symbol_8)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_8}; tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }