#include using namespace metal; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct tint_array_wrapper { float arr[9]; }; 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_6, thread float4* const tint_symbol_4) { int i = 0; int GLF_dead5cols = 0; int GLF_dead5rows = 0; int GLF_dead5c = 0; int GLF_dead5r = 0; int msb10 = 0; tint_array_wrapper donor_replacementGLF_dead5sums = {}; i = 0; while (true) { int const x_45 = i; float const x_47 = x_6.injectionSwitch.x; if ((x_45 >= int(x_47))) { break; } float const x_53 = x_6.injectionSwitch.y; if ((0.0f > x_53)) { GLF_dead5cols = 2; while (true) { int const x_61 = GLF_dead5cols; if ((x_61 <= 4)) { } else { break; } GLF_dead5rows = 2; while (true) { int const x_68 = GLF_dead5rows; if ((x_68 <= 4)) { } else { break; } GLF_dead5c = 0; while (true) { int const x_75 = GLF_dead5c; int const x_76 = GLF_dead5cols; if ((x_75 < x_76)) { } else { break; } GLF_dead5r = 0; while (true) { int const x_83 = GLF_dead5r; int const x_84 = GLF_dead5rows; if ((x_83 < x_84)) { } else { break; } int const x_87 = msb10; switch(x_87) { case 1: case 8: { int const x_90 = msb10; int const x_92 = msb10; int const x_95 = msb10; int const x_96 = select(0, x_95, ((x_90 >= 0) & (x_92 < 9))); float const x_98 = donor_replacementGLF_dead5sums.arr[x_96]; donor_replacementGLF_dead5sums.arr[x_96] = (x_98 + 1.0f); break; } default: { break; } } { int const x_101 = GLF_dead5r; GLF_dead5r = as_type((as_type(x_101) + as_type(1))); } } { int const x_103 = GLF_dead5c; GLF_dead5c = as_type((as_type(x_103) + as_type(1))); } } int const x_105 = msb10; msb10 = as_type((as_type(x_105) + as_type(1))); { int const x_107 = GLF_dead5rows; GLF_dead5rows = as_type((as_type(x_107) + as_type(1))); } } { int const x_109 = GLF_dead5cols; GLF_dead5cols = as_type((as_type(x_109) + as_type(1))); } } } int const x_111 = i; i = as_type((as_type(x_111) + as_type(1))); { int const x_113 = i; if ((x_113 < 200)) { } else { break; } } } *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); return; } fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { thread float4 tint_symbol_5 = 0.0f; main_1(x_6, &(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; }