#include using namespace metal; struct _shade_Input { float value [[user(locn0)]]; }; struct _shade_Output { float4 _value [[user(locn0)]]; }; fragment _shade_Output shade(_shade_Input input [[stage_in]]) { _shade_Output __luma_output; float result = 0.0; for (int i = 0; i <= 10; i++) { if (((i % 2) == 0)) { continue; } result = (result + static_cast(i)); } float total = 0.0; for (int j = 0; j <= 100; j++) { if ((j > 5)) { break; } total = (total + 1.0); } int k = 0; while ((k < 100)) { if ((k > 10)) { break; } k = (k + 1); } float sum = 0.0; int m = 0; while ((m < 10)) { m = (m + 1); if ((m == 5)) { continue; } sum = (sum + 1.0); } __luma_output._value = float4(((result + total) + sum), 0.0, 0.0, 1.0); return __luma_output; }