68 lines
2.5 KiB
Plaintext
68 lines
2.5 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct buf0 {
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/* 0x0000 */ packed_float2 resolution;
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};
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struct tint_array_wrapper {
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float4 arr[16];
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};
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_2 {
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float4 x_GLF_color_1 [[color(0)]];
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};
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void main_1(constant buf0& x_6, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
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tint_array_wrapper indexable = {};
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int x_65 = 0;
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int x_65_phi = 0;
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int x_68_phi = 0;
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float4 const x_51 = *(tint_symbol_6);
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float2 const x_54 = x_6.resolution;
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float2 const x_57 = floor(((float2(x_51.x, x_51.y) / x_54) * 8.0f));
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int const x_63 = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(int(x_57.x)) * as_type<uint>(8)))) + as_type<uint>(int(x_57.y))));
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x_65_phi = 0;
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x_68_phi = x_63;
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while (true) {
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int x_79 = 0;
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int x_80 = 0;
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int x_69_phi = 0;
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x_65 = x_65_phi;
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int const x_68 = x_68_phi;
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if ((x_68 > 1)) {
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} else {
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break;
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}
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if (((x_68 & 1) == 1)) {
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x_79 = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(3) * as_type<uint>(x_68)))) + as_type<uint>(1)));
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x_69_phi = x_79;
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} else {
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x_80 = (x_68 / 2);
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x_69_phi = x_80;
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}
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int const x_69 = x_69_phi;
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{
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x_65_phi = as_type<int>(as_type<int>((as_type<uint>(x_65) + as_type<uint>(as_type<int>(1)))));
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x_68_phi = x_69;
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}
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}
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tint_array_wrapper const tint_symbol_4 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}};
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indexable = tint_symbol_4;
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float4 const x_83 = indexable.arr[as_type<int>((x_65 % 16))];
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*(tint_symbol_7) = x_83;
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return;
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}
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fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[buffer(0)]]) {
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thread float4 tint_symbol_8 = 0.0f;
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thread float4 tint_symbol_9 = 0.0f;
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tint_symbol_8 = gl_FragCoord_param;
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main_1(x_6, &(tint_symbol_8), &(tint_symbol_9));
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main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9};
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tint_symbol_2 const tint_symbol_5 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
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return tint_symbol_5;
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}
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