| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct buf0 { |
| /* 0x0000 */ packed_float2 injectionSwitch; |
| }; |
| struct main_out { |
| float4 x_GLF_color_1; |
| }; |
| struct tint_symbol_1 { |
| float4 x_GLF_color_1 [[color(0)]]; |
| }; |
| |
| float3 computeColor_(constant buf0& x_7, thread float4* const tint_symbol_4) { |
| int x_injected_loop_counter = 0; |
| *(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| x_injected_loop_counter = 1; |
| while (true) { |
| float const x_38 = x_7.injectionSwitch.x; |
| if ((x_38 > 1.0f)) { |
| float const x_43 = x_7.injectionSwitch.x; |
| if ((x_43 > 1.0f)) { |
| continue; |
| } else { |
| continue; |
| } |
| continue; |
| } |
| return float3(1.0f, 1.0f, 1.0f); |
| } |
| return float3(0.0f, 0.0f, 0.0f); |
| } |
| |
| void main_1(constant buf0& x_7, thread float4* const tint_symbol_5) { |
| float3 const x_31 = computeColor_(x_7, tint_symbol_5); |
| return; |
| } |
| |
| fragment tint_symbol_1 tint_symbol(constant buf0& x_7 [[buffer(0)]]) { |
| thread float4 tint_symbol_6 = 0.0f; |
| main_1(x_7, &(tint_symbol_6)); |
| main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_6}; |
| tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1}; |
| return tint_symbol_3; |
| } |
| |