| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct buf0 { |
| /* 0x0000 */ int one; |
| }; |
| struct main_out { |
| float4 x_GLF_color_1; |
| }; |
| struct tint_symbol_1 { |
| float4 x_GLF_color_1 [[color(0)]]; |
| }; |
| |
| float4 func_(constant buf0& x_6) { |
| int const x_48 = x_6.one; |
| if ((x_48 == 1)) { |
| return float4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| return float4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| return float4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| void main_1(constant buf0& x_6, thread float4* const tint_symbol_4) { |
| int i = 0; |
| *(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| i = 0; |
| while (true) { |
| int const x_33 = i; |
| int const x_35 = x_6.one; |
| if ((x_33 <= x_35)) { |
| } else { |
| break; |
| } |
| int const x_38 = i; |
| switch(x_38) { |
| case 1: { |
| float4 const x_43 = func_(x_6); |
| *(tint_symbol_4) = x_43; |
| /* fallthrough */ |
| } |
| default: { |
| /* fallthrough */ |
| } |
| case 0: { |
| (*(tint_symbol_4)).y = 0.0f; |
| break; |
| } |
| } |
| { |
| int const x_44 = i; |
| i = (x_44 + 1); |
| } |
| } |
| return; |
| } |
| |
| fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) { |
| thread float4 tint_symbol_5 = 0.0f; |
| main_1(x_6, &(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; |
| } |
| |