blob: beae1ddf4dfe78238937b05946be37d90910bbed [file] [log] [blame] [edit]
#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_int4 sequence;
};
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_7, thread float4* const tint_symbol_4) {
int4 a = 0;
int i = 0;
int sum = 0;
a = int4(0, 0, 0, 0);
i = 0;
while (true) {
int const x_40 = i;
int const x_42 = x_7.sequence.w;
if ((x_40 < (x_42 + 1))) {
} else {
break;
}
int const x_46 = i;
int const x_48 = x_7.sequence.x;
int const x_49 = i;
int const x_52 = x_7.sequence[clamp(x_46, x_48, x_49)];
if ((x_52 == 1)) {
int const x_57 = i;
a[x_57] = 5;
} else {
int const x_59 = i;
int const x_60 = i;
a[x_59] = x_60;
}
{
int const x_62 = i;
i = (x_62 + 1);
}
}
int const x_65 = a.x;
int const x_67 = a.y;
int const x_70 = a.z;
int const x_73 = a.w;
sum = (((x_65 + x_67) + x_70) + x_73);
int const x_75 = sum;
if ((x_75 == 10)) {
*(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
fragment tint_symbol_1 tint_symbol(constant buf0& x_7 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_1(x_7, &(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;
}