#include using namespace metal; struct buf0 { /* 0x0000 */ float4x4 matrix_a_uni; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(constant buf0& x_8, thread float4* const tint_symbol_4) { int x = 0; float4 matrix_u = 0.0f; int b = 0; float4 matrix_b = 0.0f; float4 x_42 = 0.0f; x = 4; while (true) { int const x_10 = x; if ((x_10 >= 1)) { } else { break; } int const x_11 = x; matrix_u[x_11] = 1.0f; { int const x_12 = x; x = (x_12 - 1); } } b = 4; while (true) { float const x_55 = x_8.matrix_a_uni[0].x; if ((x_55 < -1.0f)) { } else { break; } int const x_14 = b; int const x_15 = b; if ((x_15 > 1)) { float4 const x_62 = matrix_b; float4 const x_63 = matrix_b; x_42 = fmin(x_62, x_63); } else { float4 const x_65 = matrix_u; x_42 = x_65; } float const x_67 = x_42.y; matrix_b[x_14] = x_67; { int const x_16 = b; b = (x_16 - 1); } } *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_8 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_8, &(tint_symbol_5)); main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5}; tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; return tint_symbol_3; }