blob: b0a84b551f6d5215d08e6e5e41d4f02b70f0a6d8 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ 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;
}