blob: 94420a4897e6390315cc4bdd5014db8bcad4e7d2 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 resolution;
};
struct tint_array_wrapper {
float4 arr[16];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 [[color(0)]];
};
int collatz_i1_(thread int* const v) {
int count = 0;
count = 0;
while (true) {
int const x_89 = *(v);
if ((x_89 > 1)) {
} else {
break;
}
int const x_92 = *(v);
if (((x_92 & 1) == 1)) {
int const x_98 = *(v);
*(v) = ((3 * x_98) + 1);
} else {
int const x_101 = *(v);
*(v) = (x_101 / 2);
}
int const x_103 = count;
count = (x_103 + 1);
}
int const x_105 = count;
return x_105;
}
void main_1(constant buf0& x_10, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
float2 lin = 0.0f;
int v_1 = 0;
int param = 0;
tint_array_wrapper indexable = {};
float4 const x_63 = *(tint_symbol_6);
float2 const x_66 = x_10.resolution;
lin = (float2(x_63.x, x_63.y) / x_66);
float2 const x_68 = lin;
lin = floor((x_68 * 8.0f));
float const x_72 = lin.x;
float const x_76 = lin.y;
v_1 = ((int(x_72) * 8) + int(x_76));
int const x_79 = v_1;
param = x_79;
int const x_80 = collatz_i1_(&(param));
tint_array_wrapper const tint_symbol_4 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}};
indexable = tint_symbol_4;
float4 const x_83 = indexable.arr[(x_80 % 16)];
*(tint_symbol_7) = x_83;
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_10 [[buffer(0)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
tint_symbol_8 = gl_FragCoord_param;
main_1(x_10, &(tint_symbol_8), &(tint_symbol_9));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9};
tint_symbol_2 const tint_symbol_5 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_5;
}