| #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)]]; |
| }; |
| |
| void main_1(thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) { |
| int ll = 0; |
| *(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| float const x_30 = (*(tint_symbol_4)).x; |
| if ((int(x_30) < 2000)) { |
| } else { |
| ll = 0; |
| while (true) { |
| float const x_41 = (*(tint_symbol_4)).x; |
| if ((x_41 < 0.0f)) { |
| discard_fragment(); |
| } |
| int const x_6 = ll; |
| if ((x_6 >= 5)) { |
| break; |
| } |
| { |
| int const x_7 = ll; |
| ll = as_type<int>((as_type<uint>(x_7) + as_type<uint>(1))); |
| } |
| } |
| float const x_49 = (*(tint_symbol_4)).x; |
| if ((int(x_49) >= 2000)) { |
| discard_fragment(); |
| } |
| } |
| return; |
| } |
| |
| main_out tint_symbol_inner(float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) { |
| *(tint_symbol_5) = gl_FragCoord_param; |
| main_1(tint_symbol_6, tint_symbol_5); |
| 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]]) { |
| thread float4 tint_symbol_7 = 0.0f; |
| thread float4 tint_symbol_8 = 0.0f; |
| main_out const inner_result = tint_symbol_inner(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; |
| } |
| |