#include using namespace metal; struct tint_array_wrapper { float arr[10]; }; struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_2 { float4 x_GLF_color_1 [[color(0)]]; }; void main_1(thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) { tint_array_wrapper data = {}; int i = 0; tint_array_wrapper const tint_symbol_4 = {.arr={0.100000001f, 0.200000003f, 0.300000012f, 0.400000006f, 0.5f, 0.600000024f, 0.699999988f, 0.800000012f, 0.899999976f, 1.0f}}; data = tint_symbol_4; i = 0; while (true) { int const x_7 = i; if ((x_7 < 10)) { } else { break; } float const x_50 = (*(tint_symbol_6)).x; if ((x_50 < 0.0f)) { discard_fragment(); } int const x_8 = i; float const x_55 = data.arr[x_8]; data.arr[0] = x_55; { int const x_9 = i; i = as_type((as_type(x_9) + as_type(1))); } } float const x_58 = data.arr[0]; *(tint_symbol_7) = float4(x_58, 0.0f, 0.0f, 1.0f); return; } fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]]) { thread float4 tint_symbol_8 = 0.0f; thread float4 tint_symbol_9 = 0.0f; tint_symbol_8 = gl_FragCoord_param; main_1(&(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_5 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; return tint_symbol_5; }