118 lines
5.0 KiB
Plaintext
118 lines
5.0 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[8];
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};
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struct tint_array_wrapper_1 {
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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_7, thread float4* const tint_symbol_8) {
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tint_array_wrapper x_81 = {.arr={float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}};
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tint_array_wrapper x_82 = {};
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tint_array_wrapper x_83 = {};
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tint_array_wrapper x_84 = {};
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tint_array_wrapper_1 x_85 = {};
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float4 x_95 = 0.0f;
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float4 x_95_phi = 0.0f;
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int x_98_phi = 0;
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tint_array_wrapper const tint_symbol_2 = {.arr={float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)}};
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x_81 = tint_symbol_2;
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tint_array_wrapper const x_86 = x_81;
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float4 const x_87 = *(tint_symbol_7);
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float2 const x_90 = x_6.resolution;
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float2 const x_93 = floor(((float2(x_87.x, x_87.y) / x_90) * 32.0f));
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x_95_phi = float4(0.5f, 0.5f, 1.0f, 1.0f);
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x_98_phi = 0;
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while (true) {
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float4 x_142 = 0.0f;
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int x_99 = 0;
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bool x_127_phi = false;
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float4 x_96_phi = 0.0f;
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x_95 = x_95_phi;
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int const x_98 = x_98_phi;
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if ((x_98 < 8)) {
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} else {
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break;
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}
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float4 x_104 = 0.0f;
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x_82 = x_86;
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x_104 = x_82.arr[x_98];
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switch(0u) {
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default: {
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float const x_107 = x_93.x;
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float const x_108 = x_104.x;
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if ((x_107 < x_108)) {
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x_127_phi = false;
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break;
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}
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float const x_112 = x_93.y;
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float const x_113 = x_104.y;
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if ((x_112 < x_113)) {
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x_127_phi = false;
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break;
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}
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if ((x_107 > (x_108 + x_104.z))) {
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x_127_phi = false;
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break;
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}
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if ((x_112 > (x_113 + x_104.w))) {
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x_127_phi = false;
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break;
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}
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x_127_phi = true;
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break;
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}
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}
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bool const x_127 = x_127_phi;
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x_96_phi = x_95;
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if (x_127) {
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tint_array_wrapper const tint_symbol_3 = {.arr={float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)}};
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x_83 = tint_symbol_3;
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float const x_131 = x_83.arr[x_98].x;
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tint_array_wrapper const tint_symbol_4 = {.arr={float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)}};
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x_84 = tint_symbol_4;
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float const x_134 = x_84.arr[x_98].y;
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tint_array_wrapper_1 const tint_symbol_5 = {.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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x_85 = tint_symbol_5;
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x_142 = x_85.arr[(as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(int(x_131)) * as_type<uint>(int(x_134))))) + as_type<uint>(as_type<int>((as_type<uint>(x_98) * as_type<uint>(9))))))) + as_type<uint>(11))) % 16)];
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x_96_phi = x_142;
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}
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float4 const x_96 = x_96_phi;
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{
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x_99 = as_type<int>((as_type<uint>(x_98) + as_type<uint>(1)));
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x_95_phi = x_96;
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x_98_phi = x_99;
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}
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}
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*(tint_symbol_8) = x_95;
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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_9, thread float4* const tint_symbol_10) {
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*(tint_symbol_9) = gl_FragCoord_param;
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main_1(x_6, tint_symbol_9, tint_symbol_10);
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main_out const tint_symbol_6 = {.x_GLF_color_1=*(tint_symbol_10)};
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return tint_symbol_6;
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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_11 = 0.0f;
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thread float4 tint_symbol_12 = 0.0f;
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main_out const inner_result = tint_symbol_inner(x_6, gl_FragCoord_param, &(tint_symbol_11), &(tint_symbol_12));
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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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