| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct buf0 { |
| /* 0x0000 */ int three; |
| }; |
| 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_7, thread float4* const tint_symbol_3) { |
| int a = 0; |
| int i = 0; |
| a = 0; |
| i = 0; |
| while (true) { |
| int const x_31 = i; |
| int const x_33 = x_7.three; |
| if ((x_31 < as_type<int>((as_type<uint>(7) + as_type<uint>(x_33))))) { |
| } else { |
| break; |
| } |
| int const x_37 = i; |
| switch(x_37) { |
| case 7: |
| case 8: { |
| int const x_40 = a; |
| a = as_type<int>((as_type<uint>(x_40) + as_type<uint>(1))); |
| break; |
| } |
| default: { |
| break; |
| } |
| } |
| { |
| int const x_42 = i; |
| i = as_type<int>((as_type<uint>(x_42) + as_type<uint>(1))); |
| } |
| } |
| int const x_44 = a; |
| if ((x_44 == 2)) { |
| *(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(constant buf0& x_7, thread float4* const tint_symbol_4) { |
| main_1(x_7, 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_7 [[buffer(0)]]) { |
| thread float4 tint_symbol_5 = 0.0f; |
| main_out const inner_result = tint_symbol_inner(x_7, &(tint_symbol_5)); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; |
| return wrapper_result; |
| } |
| |