#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 resolution; }; struct tint_array_wrapper { float4 arr[16]; }; 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_7, thread float4* const tint_symbol_8) { tint_array_wrapper indexable = {}; int2 x_80 = 0; int2 x_113 = 0; int x_119 = 0; int2 x_80_phi = 0; int x_83_phi = 0; int2 x_114_phi = 0; int2 x_116_phi = 0; float4 const x_59 = *(tint_symbol_7); float2 const x_62 = x_6.resolution; float2 const x_63 = (float2(x_59.x, x_59.y) / x_62); int const x_66 = int((x_63.x * 8.0f)); int const x_69 = int((x_63.y * 8.0f)); int2 const x_78 = int2(((((x_66 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_66 & 10))), 0); x_80_phi = x_78; x_83_phi = 0; while (true) { int2 x_94 = 0; int2 x_102 = 0; int x_84 = 0; int2 x_95_phi = 0; int2 x_103_phi = 0; x_80 = x_80_phi; int const x_83 = x_83_phi; if ((x_83 < 100)) { } else { break; } x_95_phi = x_80; if ((x_80.x > 0)) { x_94 = x_80; x_94.y = (x_80.y - 1); x_95_phi = x_94; } int2 const x_95 = x_95_phi; x_103_phi = x_95; if ((x_95.x < 0)) { x_102 = x_95; x_102.y = (x_95.y + 1); x_103_phi = x_102; } int2 const x_103 = x_103_phi; int2 x_81_1 = x_103; x_81_1.x = (x_103.x + (x_103.y / 2)); int2 const x_81 = x_81_1; { x_84 = (x_83 + 1); x_80_phi = x_81; x_83_phi = x_84; } } int const x_108 = x_80.x; x_114_phi = x_80; if ((x_108 < 0)) { x_113 = int2(0, 0); x_113.x = -(x_108); x_114_phi = x_113; } int2 const x_114 = x_114_phi; x_116_phi = x_114; while (true) { int2 x_117 = 0; int2 const x_116 = x_116_phi; x_119 = x_116.x; if ((x_119 > 15)) { } else { break; } { x_117 = int2(0, 0); x_117.x = as_type((x_119 - as_type(16))); x_116_phi = x_117; } } tint_array_wrapper const tint_symbol_4 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}}; indexable = tint_symbol_4; tint_array_wrapper const x_123 = indexable; tint_array_wrapper const tint_symbol_5 = {.arr={float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}}; indexable = tint_symbol_5; indexable = x_123; float4 const x_125 = indexable.arr[x_119]; *(tint_symbol_8) = x_125; return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_9 = 0.0f; thread float4 tint_symbol_10 = 0.0f; tint_symbol_9 = gl_FragCoord_param; main_1(x_6, &(tint_symbol_9), &(tint_symbol_10)); main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_10}; tint_symbol_2 const tint_symbol_6 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_6; }