#include using namespace metal; struct xlatMtlShaderInput { float2 xlv_uv; half3 xlv_nl; }; struct xlatMtlShaderOutput { half4 _fragData [[color(0)]]; }; struct xlatMtlShaderUniform { half4 _TerrainTreeLightColors[4]; }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]] , texture2d _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]]) { xlatMtlShaderOutput _mtl_o; half4 tmpvar_1; half3 light_2; half4 col_3; col_3 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_uv)); light_2 = ((col_3.xyz * _mtl_i.xlv_nl.x) * _mtl_u._TerrainTreeLightColors[0].xyz); light_2 = (light_2 + ((col_3.xyz * _mtl_i.xlv_nl.y) * _mtl_u._TerrainTreeLightColors[1].xyz)); light_2 = (light_2 + ((col_3.xyz * _mtl_i.xlv_nl.z) * _mtl_u._TerrainTreeLightColors[2].xyz)); half4 tmpvar_4; tmpvar_4.w = half(1.0); tmpvar_4.xyz = light_2; tmpvar_1 = tmpvar_4; _mtl_o._fragData = tmpvar_1; return _mtl_o; } // stats: 9 alu 1 tex 0 flow // inputs: 2 // #0: xlv_uv (high float) 2x1 [-1] // #1: xlv_nl (medium float) 3x1 [-1] // uniforms: 1 (total size: 32) // #0: _TerrainTreeLightColors (medium float) 4x1 [4] loc 0 // textures: 1 // #0: _MainTex (low 2d) 0x0 [-1] loc 0