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#include <metal_stdlib>
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
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