#include using namespace metal; struct buf0 { /* 0x0000 */ float4 r; }; void main_1(const constant buf0* const tint_symbol_3, thread float4* const tint_symbol_4) { float f = 0.0f; float4 v = 0.0f; f = 1.0f; float const x_33 = f; float const x_35 = f; float const x_37 = f; float const x_39 = f; v = float4(sin(x_33), cos(x_35), exp2(x_37), log(x_39)); float4 const x_42 = v; float4 const x_44 = (*(tint_symbol_3)).r; if ((distance(x_42, x_44) < 0.100000001f)) { *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { *(tint_symbol_4) = float4(0.0f); } return; } struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 x_GLF_color_1 [[color(0)]]; }; main_out tint_symbol_inner(const constant buf0* const tint_symbol_5, thread float4* const tint_symbol_6) { main_1(tint_symbol_5, tint_symbol_6); main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)}; return tint_symbol_2; } fragment tint_symbol_1 tint_symbol(const constant buf0* tint_symbol_7 [[buffer(0)]]) { thread float4 tint_symbol_8 = 0.0f; main_out const inner_result = tint_symbol_inner(tint_symbol_7, &(tint_symbol_8)); tint_symbol_1 wrapper_result = {}; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }