blob: 4958a8e4f5cb6904257fa11b69c6bfc3ecf9a1be [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ float4x4 matrix_a_uni;
};
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_8, thread float4* const tint_symbol_4) {
int x = 0;
float4 matrix_u = 0.0f;
int b = 0;
float4 matrix_b = 0.0f;
float4 x_42 = 0.0f;
x = 4;
while (true) {
int const x_10 = x;
if ((x_10 >= 1)) {
} else {
break;
}
int const x_11 = x;
matrix_u[x_11] = 1.0f;
{
int const x_12 = x;
x = as_type<int>((as_type<uint>(x_12) - as_type<uint>(1)));
}
}
b = 4;
while (true) {
float const x_55 = x_8.matrix_a_uni[0].x;
if ((x_55 < -1.0f)) {
} else {
break;
}
int const x_14 = b;
int const x_15 = b;
if ((x_15 > 1)) {
float4 const x_62 = matrix_b;
float4 const x_63 = matrix_b;
x_42 = fmin(x_62, x_63);
} else {
float4 const x_65 = matrix_u;
x_42 = x_65;
}
float const x_67 = x_42.y;
matrix_b[x_14] = x_67;
{
int const x_16 = b;
b = as_type<int>((as_type<uint>(x_16) - as_type<uint>(1)));
}
}
*(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f);
return;
}
fragment tint_symbol_1 tint_symbol(constant buf0& x_8 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_1(x_8, &(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;
}