67 lines
2.7 KiB
Plaintext
67 lines
2.7 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct buf0 {
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/* 0x0000 */ 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_1 {
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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_4, thread float4* const tint_symbol_5) {
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tint_array_wrapper indexable = {};
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int x_66 = 0;
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int x_66_phi = 0;
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int x_69_phi = 0;
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float4 const x_52 = *(tint_symbol_4);
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float2 const x_55 = x_6.resolution;
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float2 const x_56 = (float2(x_52.x, x_52.y) / x_55);
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int const x_64 = as_type<int>((as_type<uint>(int((x_56.x * 10.0f))) + as_type<uint>(as_type<int>((as_type<uint>(int((x_56.y * 10.0f))) * as_type<uint>(10))))));
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x_66_phi = 100;
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x_69_phi = 0;
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while (true) {
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int x_67 = 0;
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int x_70 = 0;
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x_66 = x_66_phi;
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int const x_69 = x_69_phi;
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if ((x_69 < x_64)) {
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} else {
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break;
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}
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{
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x_67 = (as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(4) * as_type<uint>(as_type<int>(x_66))))) * as_type<uint>(as_type<int>((as_type<uint>(1000) - as_type<uint>(as_type<int>(x_66))))))) / 1000);
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x_70 = as_type<int>((as_type<uint>(x_69) + as_type<uint>(1)));
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x_66_phi = x_67;
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x_69_phi = x_70;
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}
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}
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tint_array_wrapper const tint_symbol_2 = {.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_2;
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float4 const x_78 = indexable.arr[as_type<int>((x_66 % 16))];
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*(tint_symbol_5) = x_78;
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return;
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}
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main_out tint_symbol_inner(constant buf0& x_6, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
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*(tint_symbol_6) = gl_FragCoord_param;
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main_1(x_6, tint_symbol_6, tint_symbol_7);
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main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_7)};
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return tint_symbol_3;
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}
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fragment tint_symbol_1 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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main_out const inner_result = tint_symbol_inner(x_6, gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9));
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tint_symbol_1 wrapper_result = {};
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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