#include <metal_stdlib>

using namespace metal;

template<typename T, size_t N>
struct tint_array {
    const constant T& operator[](size_t i) const constant { return elements[i]; }
    device T& operator[](size_t i) device { return elements[i]; }
    const device T& operator[](size_t i) const device { return elements[i]; }
    thread T& operator[](size_t i) thread { return elements[i]; }
    const thread T& operator[](size_t i) const thread { return elements[i]; }
    threadgroup T& operator[](size_t i) threadgroup { return elements[i]; }
    const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; }
    T elements[N];
};

struct tint_symbol_1 {
  float2 a_particlePos [[attribute(0)]];
  float2 a_particleVel [[attribute(1)]];
  float2 a_pos [[attribute(2)]];
};

struct tint_symbol_2 {
  float4 value [[position]];
};

float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
  float angle = -(atan2(a_particleVel[0], a_particleVel[1]));
  float2 pos = float2(((a_pos[0] * cos(angle)) - (a_pos[1] * sin(angle))), ((a_pos[0] * sin(angle)) + (a_pos[1] * cos(angle))));
  return float4((pos + a_particlePos), 0.0f, 1.0f);
}

vertex tint_symbol_2 vert_main(tint_symbol_1 tint_symbol [[stage_in]]) {
  float4 const inner_result = vert_main_inner(tint_symbol.a_particlePos, tint_symbol.a_particleVel, tint_symbol.a_pos);
  tint_symbol_2 wrapper_result = {};
  wrapper_result.value = inner_result;
  return wrapper_result;
}

struct tint_symbol_3 {
  float4 value [[color(0)]];
};

float4 frag_main_inner() {
  return float4(1.0f);
}

fragment tint_symbol_3 frag_main() {
  float4 const inner_result_1 = frag_main_inner();
  tint_symbol_3 wrapper_result_1 = {};
  wrapper_result_1.value = inner_result_1;
  return wrapper_result_1;
}

struct Particle {
  /* 0x0000 */ float2 pos;
  /* 0x0008 */ float2 vel;
};

struct SimParams {
  /* 0x0000 */ float deltaT;
  /* 0x0004 */ float rule1Distance;
  /* 0x0008 */ float rule2Distance;
  /* 0x000c */ float rule3Distance;
  /* 0x0010 */ float rule1Scale;
  /* 0x0014 */ float rule2Scale;
  /* 0x0018 */ float rule3Scale;
};

struct Particles {
  /* 0x0000 */ tint_array<Particle, 5> particles;
};

void comp_main_inner(uint3 gl_GlobalInvocationID, device Particles* const tint_symbol_4, const constant SimParams* const tint_symbol_5, device Particles* const tint_symbol_6) {
  uint index = gl_GlobalInvocationID[0];
  if ((index >= 5u)) {
    return;
  }
  float2 vPos = (*(tint_symbol_4)).particles[index].pos;
  float2 vVel = (*(tint_symbol_4)).particles[index].vel;
  float2 cMass = float2(0.0f);
  float2 cVel = float2(0.0f);
  float2 colVel = float2(0.0f);
  int cMassCount = 0;
  int cVelCount = 0;
  float2 pos = 0.0f;
  float2 vel = 0.0f;
  for(uint i = 0u; (i < 5u); i = (i + 1u)) {
    if ((i == index)) {
      continue;
    }
    pos = float2((*(tint_symbol_4)).particles[i].pos).xy;
    vel = float2((*(tint_symbol_4)).particles[i].vel).xy;
    if ((distance(pos, vPos) < (*(tint_symbol_5)).rule1Distance)) {
      cMass = (cMass + pos);
      cMassCount = as_type<int>((as_type<uint>(cMassCount) + as_type<uint>(1)));
    }
    if ((distance(pos, vPos) < (*(tint_symbol_5)).rule2Distance)) {
      colVel = (colVel - (pos - vPos));
    }
    if ((distance(pos, vPos) < (*(tint_symbol_5)).rule3Distance)) {
      cVel = (cVel + vel);
      cVelCount = as_type<int>((as_type<uint>(cVelCount) + as_type<uint>(1)));
    }
  }
  if ((cMassCount > 0)) {
    cMass = ((cMass / float2(float(cMassCount), float(cMassCount))) - vPos);
  }
  if ((cVelCount > 0)) {
    cVel = (cVel / float2(float(cVelCount), float(cVelCount)));
  }
  vVel = (((vVel + (cMass * (*(tint_symbol_5)).rule1Scale)) + (colVel * (*(tint_symbol_5)).rule2Scale)) + (cVel * (*(tint_symbol_5)).rule3Scale));
  vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.100000001f));
  vPos = (vPos + (vVel * (*(tint_symbol_5)).deltaT));
  if ((vPos[0] < -1.0f)) {
    vPos[0] = 1.0f;
  }
  if ((vPos[0] > 1.0f)) {
    vPos[0] = -1.0f;
  }
  if ((vPos[1] < -1.0f)) {
    vPos[1] = 1.0f;
  }
  if ((vPos[1] > 1.0f)) {
    vPos[1] = -1.0f;
  }
  (*(tint_symbol_6)).particles[index].pos = vPos;
  (*(tint_symbol_6)).particles[index].vel = vVel;
}

kernel void comp_main(device Particles* tint_symbol_7 [[buffer(1)]], const constant SimParams* tint_symbol_8 [[buffer(0)]], device Particles* tint_symbol_9 [[buffer(2)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]]) {
  comp_main_inner(gl_GlobalInvocationID, tint_symbol_7, tint_symbol_8, tint_symbol_9);
  return;
}