#include using namespace metal; struct xlatMtlShaderInput { float4 _inVertex [[attribute(0)]]; }; struct xlatMtlShaderOutput { float4 gl_Position [[position]]; half4 xlv_TEXCOORD0; }; struct xlatMtlShaderUniform { float4x4 UNITY_MATRIX_MVP; float4 unity_LightAtten[4]; float4 unity_LightColor[4]; }; vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; float4 l_1_1; float4 l_2; half4 tmpvar_3; half4 tmpvar_4; tmpvar_3 = half4((_mtl_u.UNITY_MATRIX_MVP * _mtl_i._inVertex)); tmpvar_4 = half4(_mtl_u.unity_LightColor[0]); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[1])); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[0])); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[1])); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[2])); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[3])); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[3])); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[2])); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[1])); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[0])); l_2 = (_mtl_u.unity_LightColor[0] * _mtl_u.unity_LightAtten[0].x); tmpvar_4 = half4(((float4)tmpvar_4 + l_2)); l_2 = (_mtl_u.unity_LightColor[1] * _mtl_u.unity_LightAtten[1].x); tmpvar_4 = half4(((float4)tmpvar_4 + l_2)); l_1_1 = (_mtl_u.unity_LightColor[0] * _mtl_u.unity_LightAtten[0].z); tmpvar_4 = half4(((float4)tmpvar_4 + l_1_1)); l_1_1 = (_mtl_u.unity_LightColor[1] * _mtl_u.unity_LightAtten[1].z); tmpvar_4 = half4(((float4)tmpvar_4 + l_1_1)); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[1].x)); tmpvar_4 = half4(((float4)tmpvar_4 + _mtl_u.unity_LightColor[2].x)); _mtl_o.gl_Position = float4(tmpvar_3); _mtl_o.xlv_TEXCOORD0 = tmpvar_4; return _mtl_o; } // stats: 20 alu 0 tex 0 flow // inputs: 1 // #0: _inVertex (high float) 4x1 [-1] loc 0 // uniforms: 3 (total size: 192) // #0: UNITY_MATRIX_MVP (high float) 4x4 [-1] loc 0 // #1: unity_LightAtten (high float) 4x1 [4] loc 64 // #2: unity_LightColor (high float) 4x1 [4] loc 128