| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct main_out { |
| float4 x_GLF_color_1; |
| }; |
| struct tint_symbol_1 { |
| float4 x_GLF_color_1 [[color(0)]]; |
| }; |
| |
| void main_1(thread float4* const tint_symbol_3) { |
| float4 v = 0.0f; |
| float dist1 = 0.0f; |
| float dist2 = 0.0f; |
| v = float4(1.0f, 2.0f, 3.0f, 4.0f); |
| float4 const x_30 = v; |
| float4 const x_32 = v; |
| float4 const x_34 = v; |
| dist1 = distance(tanh(x_30), (sinh(x_32) / cosh(x_34))); |
| float4 const x_38 = v; |
| dist2 = distance(tanh(x_38), float4(0.761590004f, 0.964030027f, 0.995050013f, 0.999329984f)); |
| float const x_41 = dist1; |
| float const x_43 = dist2; |
| if (((x_41 < 0.100000001f) && (x_43 < 0.100000001f))) { |
| *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| *(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| return; |
| } |
| |
| main_out tint_symbol_inner(thread float4* const tint_symbol_4) { |
| main_1(tint_symbol_4); |
| main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)}; |
| return tint_symbol_2; |
| } |
| |
| fragment tint_symbol_1 tint_symbol() { |
| thread float4 tint_symbol_5 = 0.0f; |
| main_out const inner_result = tint_symbol_inner(&(tint_symbol_5)); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; |
| return wrapper_result; |
| } |
| |