#include using namespace metal; struct xlatMtlShaderInput { }; struct xlatMtlShaderOutput { float4 final_color0 [[color(0)]]; float4 final_color1 [[color(1)]]; float4 final_color2 [[color(2)]]; }; struct xlatMtlShaderUniform { }; ; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; _mtl_o.final_color0 = float4(1.0, 0.0, 0.0, 1.0); _mtl_o.final_color1 = float4(0.0, 1.0, 0.0, 1.0); _mtl_o.final_color2 = float4(0.0, 0.0, 1.0, 1.0); return _mtl_o; } // stats: 3 alu 0 tex 0 flow