| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct buf0 { |
| /* 0x0000 */ packed_float2 injectionSwitch; |
| }; |
| struct main_out { |
| float4 x_GLF_color_1; |
| }; |
| struct tint_symbol_2 { |
| float4 x_GLF_color_1 [[color(0)]]; |
| }; |
| |
| void main_1(constant buf0& x_6, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { |
| *(tint_symbol_5) = float4(0.0f, 0.0f, 0.0f, 1.0f); |
| float const x_30 = x_6.injectionSwitch.x; |
| switch(int(x_30)) { |
| case 0: { |
| switch(1) { |
| case 1: { |
| float const x_38 = (*(tint_symbol_6)).y; |
| if ((x_38 >= 0.0f)) { |
| *(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| break; |
| } |
| discard_fragment(); |
| break; |
| } |
| default: { |
| break; |
| } |
| } |
| /* fallthrough */ |
| } |
| case 42: { |
| break; |
| } |
| default: { |
| break; |
| } |
| } |
| return; |
| } |
| |
| fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[buffer(0)]]) { |
| thread float4 tint_symbol_7 = 0.0f; |
| thread float4 tint_symbol_8 = 0.0f; |
| tint_symbol_7 = gl_FragCoord_param; |
| main_1(x_6, &(tint_symbol_8), &(tint_symbol_7)); |
| main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_8}; |
| tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1}; |
| return tint_symbol_4; |
| } |
| |