| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct buf1 { |
| /* 0x0000 */ int ten; |
| }; |
| struct buf0 { |
| /* 0x0000 */ int minusEight; |
| }; |
| struct main_out { |
| float4 x_GLF_color_1; |
| }; |
| struct tint_symbol_1 { |
| float4 x_GLF_color_1 [[color(0)]]; |
| }; |
| |
| void main_1(constant buf1& x_8, constant buf0& x_10, thread float4* const tint_symbol_4) { |
| int a = 0; |
| int b = 0; |
| int i = 0; |
| a = 0; |
| b = 0; |
| i = 0; |
| while (true) { |
| int const x_36 = i; |
| int const x_38 = x_8.ten; |
| if ((x_36 < x_38)) { |
| } else { |
| break; |
| } |
| int const x_41 = a; |
| if ((x_41 > 5)) { |
| break; |
| } |
| int const x_46 = x_10.minusEight; |
| int const x_48 = a; |
| a = (x_48 + (x_46 / -4)); |
| int const x_50 = b; |
| b = (x_50 + 1); |
| { |
| int const x_52 = i; |
| i = (x_52 + 1); |
| } |
| } |
| int const x_54 = b; |
| if ((x_54 == 3)) { |
| *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| return; |
| } |
| |
| fragment tint_symbol_1 tint_symbol(constant buf1& x_8 [[buffer(1)]], constant buf0& x_10 [[buffer(0)]]) { |
| thread float4 tint_symbol_5 = 0.0f; |
| main_1(x_8, x_10, &(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; |
| } |
| |