| #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)]]; |
| }; |
| |
| float3 f_() { |
| int iteration = 0; |
| int k = 0; |
| iteration = 0; |
| k = 0; |
| while (true) { |
| int const x_7 = k; |
| if ((x_7 < 100)) { |
| } else { |
| break; |
| } |
| int const x_8 = iteration; |
| iteration = as_type<int>((as_type<uint>(x_8) + as_type<uint>(1))); |
| { |
| int const x_10 = k; |
| k = as_type<int>((as_type<uint>(x_10) + as_type<uint>(1))); |
| } |
| } |
| int const x_12 = iteration; |
| if ((x_12 < 100)) { |
| int const x_13 = iteration; |
| int const x_15 = iteration; |
| return float3(1.0f, float(as_type<int>((as_type<uint>(x_13) - as_type<uint>(1)))), float(as_type<int>((as_type<uint>(x_15) - as_type<uint>(1))))); |
| } else { |
| while (true) { |
| while (true) { |
| return float3(1.0f, 0.0f, 0.0f); |
| } |
| return float3(0.0f, 0.0f, 0.0f); |
| } |
| return float3(0.0f, 0.0f, 0.0f); |
| } |
| return float3(0.0f, 0.0f, 0.0f); |
| } |
| |
| void main_1(thread float4* const tint_symbol_3) { |
| float3 const x_35 = f_(); |
| *(tint_symbol_3) = float4(x_35.x, x_35.y, x_35.z, 1.0f); |
| 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; |
| } |
| |