#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)]]; }; float func_(constant buf0& x_10, thread float4* const tint_symbol_5) { bool alwaysFalse = false; float4 value = 0.0f; float2 a = 0.0f; int i = 0; bool x_121 = false; bool x_122_phi = false; float const x_71 = (*(tint_symbol_5)).x; alwaysFalse = (x_71 < -1.0f); bool const x_73 = alwaysFalse; if (x_73) { float2 const x_76 = a; float4 const x_77 = value; value = float4(x_76.x, x_76.y, x_77.z, x_77.w); } bool const x_79 = alwaysFalse; if (!(x_79)) { float2 const x_84 = x_10.injectionSwitch; float4 const x_85 = value; value = float4(x_84.x, x_84.y, x_85.z, x_85.w); } float4 const x_87 = *(tint_symbol_5); float4 const x_89 = value; float4 const x_93 = value; float2 const x_95 = (((float2(x_87.x, x_87.y) * float2(x_89.x, x_89.y)) * float2(2.0f, 2.0f)) + float2(x_93.x, x_93.y)); float4 const x_96 = value; value = float4(x_96.x, x_96.y, x_95.x, x_95.y); i = 0; while (true) { int const x_102 = i; float const x_104 = x_10.injectionSwitch.y; if ((x_102 < (int(x_104) + 1))) { } else { break; } int const x_109 = i; value.x = float(x_109); { int const x_112 = i; i = (x_112 + 1); } } float const x_115 = value.x; bool const x_116 = (x_115 == 1.0f); x_122_phi = x_116; if (x_116) { float const x_120 = value.y; x_121 = (x_120 == 1.0f); x_122_phi = x_121; } bool const x_122 = x_122_phi; if (x_122) { return 1.0f; } else { return 0.0f; } return 0.0f; } void main_1(constant buf0& x_10, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) { int count = 0; int i_1 = 0; count = 0; i_1 = 0; while (true) { int const x_51 = i_1; float const x_53 = x_10.injectionSwitch.y; if ((x_51 < (int(x_53) + 1))) { } else { break; } float const x_58 = func_(x_10, tint_symbol_6); int const x_60 = count; count = (x_60 + int(x_58)); { int const x_62 = i_1; i_1 = (x_62 + 1); } } int const x_64 = count; if ((x_64 == 2)) { *(tint_symbol_7) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_7) = float4(0.0f, 0.0f, 0.0f, 1.0f); } 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; }