| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct main_out { |
| int x_4_1; |
| }; |
| struct tint_symbol_2 { |
| int x_3_param [[user(locn0)]]; |
| }; |
| struct tint_symbol_3 { |
| int x_4_1 [[color(0)]]; |
| }; |
| |
| void main_1(thread int* const tint_symbol_5, thread float4* const tint_symbol_6, thread int* const tint_symbol_7, texture2d<int, access::write> tint_symbol_8) { |
| *(tint_symbol_5) = 1; |
| float4 const x_23 = *(tint_symbol_6); |
| int const x_27 = int(x_23.x); |
| int const x_28 = int(x_23.y); |
| int const x_33 = *(tint_symbol_7); |
| if ((as_type<int>((as_type<uint>(as_type<int>((as_type<uint>((x_27 & 1)) + as_type<uint>((x_28 & 1))))) + as_type<uint>(x_33))) == int(x_23.z))) { |
| } |
| tint_symbol_8.write(int4(x_27, 0, 0, 0), uint2(int2(x_27, x_28))); |
| return; |
| } |
| |
| main_out tint_symbol_inner(float4 x_2_param, int x_3_param, thread float4* const tint_symbol_9, thread int* const tint_symbol_10, thread int* const tint_symbol_11, texture2d<int, access::write> tint_symbol_12) { |
| *(tint_symbol_9) = x_2_param; |
| *(tint_symbol_10) = x_3_param; |
| main_1(tint_symbol_11, tint_symbol_9, tint_symbol_10, tint_symbol_12); |
| main_out const tint_symbol_4 = {.x_4_1=*(tint_symbol_11)}; |
| return tint_symbol_4; |
| } |
| |
| fragment tint_symbol_3 tint_symbol(texture2d<int, access::write> tint_symbol_16 [[texture(0)]], float4 x_2_param [[position]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { |
| thread float4 tint_symbol_13 = 0.0f; |
| thread int tint_symbol_14 = 0; |
| thread int tint_symbol_15 = 0; |
| main_out const inner_result = tint_symbol_inner(x_2_param, tint_symbol_1.x_3_param, &(tint_symbol_13), &(tint_symbol_14), &(tint_symbol_15), tint_symbol_16); |
| tint_symbol_3 wrapper_result = {}; |
| wrapper_result.x_4_1 = inner_result.x_4_1; |
| return wrapper_result; |
| } |
| |