| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct buf0 { |
| /* 0x0000 */ float one; |
| }; |
| struct main_out { |
| float4 x_GLF_color_1; |
| }; |
| struct tint_symbol_1 { |
| float4 x_GLF_color_1 [[color(0)]]; |
| }; |
| |
| void main_1(constant buf0& x_6, thread float4* const tint_symbol_3) { |
| float3 v = 0.0f; |
| float d = 0.0f; |
| float const x_36 = x_6.one; |
| v = mix(float3(5.0f, 8.0f, -12.199999809f), float3(1.0f, 4.900000095f, -2.099999905f), float3(x_36, x_36, x_36)); |
| float3 const x_39 = v; |
| d = distance(x_39, float3(1.0f, 4.900000095f, -2.099999905f)); |
| float const x_41 = d; |
| if ((x_41 < 0.100000001f)) { |
| float const x_47 = v.x; |
| *(tint_symbol_3) = float4(x_47, 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(constant buf0& x_6, thread float4* const tint_symbol_4) { |
| main_1(x_6, 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(constant buf0& x_6 [[buffer(0)]]) { |
| thread float4 tint_symbol_5 = 0.0f; |
| main_out const inner_result = tint_symbol_inner(x_6, &(tint_symbol_5)); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; |
| return wrapper_result; |
| } |
| |