| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct buf0 { |
| /* 0x0000 */ int two; |
| }; |
| 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_4) { |
| int i = 0; |
| int r = 0; |
| i = 0; |
| r = 0; |
| while (true) { |
| int const x_35 = r; |
| int const x_37 = x_7.two; |
| if ((x_35 < as_type<int>((as_type<uint>(x_37) * as_type<uint>(4))))) { |
| } else { |
| break; |
| } |
| int const x_41 = r; |
| int const x_43 = x_7.two; |
| int const x_46 = i; |
| i = as_type<int>((as_type<uint>(x_46) + as_type<uint>(int4(1, 2, 3, 4)[(x_41 / x_43)]))); |
| { |
| int const x_48 = r; |
| r = as_type<int>((as_type<uint>(x_48) + as_type<uint>(2))); |
| } |
| } |
| int const x_50 = i; |
| if ((x_50 == 10)) { |
| *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| return; |
| } |
| |
| fragment tint_symbol_1 tint_symbol(constant buf0& x_7 [[buffer(0)]]) { |
| thread float4 tint_symbol_5 = 0.0f; |
| main_1(x_7, &(tint_symbol_5)); |
| main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5}; |
| tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; |
| return tint_symbol_3; |
| } |
| |