| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct buf0 { |
| /* 0x0000 */ packed_float2 injectionSwitch; |
| }; |
| 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, thread float4* const tint_symbol_4) { |
| bool x_30 = false; |
| float x_47 = 0.0f; |
| float const x_29 = x_6.injectionSwitch.x; |
| x_30 = (x_29 > 1.0f); |
| if (x_30) { |
| while (true) { |
| float x_47_phi = 0.0f; |
| while (true) { |
| float const x_41 = (*(tint_symbol_3)).x; |
| if ((x_41 < 0.0f)) { |
| if (x_30) { |
| x_47_phi = 1.0f; |
| break; |
| } else { |
| continue; |
| } |
| continue; |
| } |
| x_47_phi = 0.0f; |
| break; |
| } |
| x_47 = x_47_phi; |
| break; |
| } |
| float4 x_48_1 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| x_48_1.y = x_47; |
| float4 const x_48 = x_48_1; |
| *(tint_symbol_4) = x_48; |
| } |
| *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| return; |
| } |
| |
| main_out tint_symbol_inner(constant buf0& x_6, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { |
| *(tint_symbol_5) = gl_FragCoord_param; |
| main_1(x_6, tint_symbol_5, tint_symbol_6); |
| main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)}; |
| return tint_symbol_2; |
| } |
| |
| fragment tint_symbol_1 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; |
| main_out const inner_result = tint_symbol_inner(x_6, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8)); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; |
| return wrapper_result; |
| } |
| |