| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct main_out { |
| int out_data_1; |
| }; |
| struct tint_symbol_1 { |
| int out_data_1 [[color(0)]]; |
| }; |
| |
| void main_1(thread float4* const tint_symbol_3, thread int* const tint_symbol_4) { |
| bool x_is_odd = false; |
| bool y_is_odd = false; |
| float const x_24 = (*(tint_symbol_3)).x; |
| x_is_odd = ((int(x_24) & 1) == 1); |
| float const x_29 = (*(tint_symbol_3)).y; |
| y_is_odd = ((int(x_29) & 1) == 1); |
| bool const x_33 = x_is_odd; |
| bool const x_34 = y_is_odd; |
| *(tint_symbol_4) = select(0, 1, (x_33 || x_34)); |
| return; |
| } |
| |
| main_out tint_symbol_inner(float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread int* const tint_symbol_6) { |
| *(tint_symbol_5) = gl_FragCoord_param; |
| main_1(tint_symbol_5, tint_symbol_6); |
| main_out const tint_symbol_2 = {.out_data_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 int tint_symbol_8 = 0; |
| main_out const inner_result = tint_symbol_inner(gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8)); |
| tint_symbol_1 wrapper_result = {}; |
| wrapper_result.out_data_1 = inner_result.out_data_1; |
| return wrapper_result; |
| } |
| |