blob: d52c89602164e2d2acd5062b93bcd68cb758e2b0 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 [[color(0)]];
};
float3 computePoint_(constant buf0& x_7) {
float const x_48 = x_7.injectionSwitch.x;
float const x_50 = x_7.injectionSwitch.y;
if ((x_48 > x_50)) {
discard_fragment();
}
return float3(0.0f, 0.0f, 0.0f);
}
void main_1(constant buf0& x_7, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
bool x_34 = false;
while (true) {
float3 const x_36 = computePoint_(x_7);
float const x_41 = (*(tint_symbol_5)).x;
if ((x_41 < 0.0f)) {
x_34 = true;
break;
}
float3 const x_45 = computePoint_(x_7);
*(tint_symbol_6) = float4(1.0f, 0.0f, 0.0f, 1.0f);
x_34 = true;
break;
}
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
tint_symbol_7 = gl_FragCoord_param;
main_1(x_7, &(tint_symbol_7), &(tint_symbol_8));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_8};
tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_4;
}