| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct main_out { |
| float4 result_1; |
| }; |
| struct tint_symbol_2 { |
| float4 result_1 [[color(0)]]; |
| }; |
| |
| void main_1(thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { |
| float const x_19 = (*(tint_symbol_5)).x; |
| float const x_23 = (*(tint_symbol_5)).y; |
| *(tint_symbol_6) = float4((floor(x_19) / 255.0f), (floor(x_23) / 255.0f), 0.0f, 0.0f); |
| return; |
| } |
| |
| fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]]) { |
| thread float4 tint_symbol_7 = 0.0f; |
| thread float4 tint_symbol_8 = 0.0f; |
| tint_symbol_7 = gl_FragCoord_param; |
| main_1(&(tint_symbol_7), &(tint_symbol_8)); |
| main_out const tint_symbol_3 = {.result_1=tint_symbol_8}; |
| tint_symbol_2 const tint_symbol_4 = {.result_1=tint_symbol_3.result_1}; |
| return tint_symbol_4; |
| } |
| |