#include #include using namespace metal; struct SSBO { float4x4 mvp; float4 in_data[1]; }; struct SSBO2 { float4 out_data[1]; }; constant float4 _189 = float4(0); constant int _191 = int(0); constant uint _196 = uint(0); kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device SSBO& _24 [[buffer(0)]], device SSBO2& _177 [[buffer(1)]]) { int _33; int _50; uint _12; uint _52; uint _79; uint _65; float4 _189; float4 _98; int _191; int _100; int _129; uint _127; uint _196; float4 _123; uint _125; int _145; int _148; int _154; float4 _171; int _185; uint _186; if (_24.in_data[gl_GlobalInvocationID.x].y == 20.0) { uint _184; int _183; _183 = 0; _184 = 0u; for (;;) { _50 = _183 * 2; _52 = _184 + uint(1); if (_52 < gl_GlobalInvocationID.x) { _183 = _50; _184 = _52; continue; } else { break; } } _185 = _50; _186 = _52; } else { _185 = 0; _186 = 0u; } switch (_185) { case 10: { uint _187; _187 = _186; for (;;) { _65 = _187 + uint(1); _187 = _65; continue; } break; } default: { uint _188; _188 = _186; for (;;) { _79 = _188 + 2u; _188 = _79; continue; } break; } } float4 _190; _190 = _189; int _192; _192 = _191; while (_192 < 10) { _98 = _190 * 2.0; _100 = _192 + 1; } float4 _193; _193 = _190; int _194; _194 = _192; uint _195; _195 = 0u; uint _197; _197 = _196; for (; _195 < 16u; _127 = _195 + uint(1), _129 = _194 + 1, _193 = float4 _198, _194 = _129, _195 = _127, _197 = uint _199) { _198 = _193; _199 = 0u; for (; _199 < 30u; _125 = _199 + uint(1), _198 = _123, _199 = _125) { _123 = _24.mvp * _198; } } int _200; _200 = 0; for (;;) { int _135 = _200 + 1; if (_135 > 10) { } else { _145 = _135 + 3; int _201; _201 = _145; _200 = _201; continue; } _148 = (_135 + 2) + 10; _201 = _148; _200 = _201; continue; } int _202; _202 = 0; for (;;) { _154 = _202 + 1; if (_154 > 10) { _202 = _154; continue; } else { break; } } float4 _203; _203 = _189; for (;;) { _171 = _203 + float4(1.0); _203 = _171; continue; } _177.out_data[_196] = _189; }