#include using namespace metal; struct xlatMtlShaderInput { float4 gl_FragCoord [[position]]; }; struct xlatMtlShaderOutput { half4 _fragData [[color(0)]]; }; struct xlatMtlShaderUniform { }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; float a_2; if ((_mtl_i.gl_FragCoord.x == 1.0)) { discard_fragment(); }; a_2 = 4.0; for (int i_1 = 0; i_1 < 10; i_1++, a_2 += 1.0) { }; while (true) { a_2 += 2.0; break; }; a_2 += 1.0; a_2 = (a_2 * a_2); a_2 = -(a_2); a_2 = (a_2 - 1.0); a_2 = rsqrt(a_2); _mtl_o._fragData = half4(float4(a_2)); return _mtl_o; } // stats: 12 alu 1 tex 4 flow // inputs: 1 // #0: gl_FragCoord (high float) 4x1 [-1] loc 0