#include using namespace metal; struct xlatMtlShaderInput { }; struct xlatMtlShaderOutput { half4 _fragData [[color(0)]]; }; struct xlatMtlShaderUniform { float4x3 nonSqMat; }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; half4 v_1; v_1.w = half(-1.0); v_1.x = ((half)(1.2 + _mtl_u.nonSqMat[0].x)); v_1.y = half(6.0); v_1.z = half(4.0); _mtl_o._fragData = v_1; return _mtl_o; } // stats: 4 alu 0 tex 0 flow // uniforms: 1 (total size: 64) // #0: nonSqMat (high float) 3x4 [-1] loc 0