| #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) { |
| float4x3 x_37 = float4x3(0.0f); |
| float4x3 x_38_phi = float4x3(0.0f); |
| float3 x_48_phi = 0.0f; |
| float const x_32 = (*(tint_symbol_3)).y; |
| if ((x_32 < 1.0f)) { |
| x_38_phi = float4x3(float3(1.0f, 0.0f, 0.0f), float3(0.0f, 1.0f, 0.0f), float3(0.0f, 0.0f, 1.0f), float3(0.0f, 0.0f, 0.0f)); |
| } else { |
| x_37 = transpose(float3x4(float4(1.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 1.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 1.0f, 0.0f))); |
| x_38_phi = x_37; |
| } |
| float4x3 const x_38 = x_38_phi; |
| float const x_40 = transpose(x_38)[0u].y; |
| while (true) { |
| if ((x_40 > 1.0f)) { |
| x_48_phi = float3(0.0f, 0.0f, 0.0f); |
| break; |
| } |
| x_48_phi = float3(1.0f, 0.0f, 0.0f); |
| break; |
| } |
| float3 const x_48 = x_48_phi; |
| *(tint_symbol_4) = float4(x_48.x, x_48.y, x_48.z, 1.0f); |
| 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_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]]) { |
| 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; |
| } |
| |