#include using namespace metal; struct xlatMtlShaderInput { half4 xlv_TEXCOORD0; half4 _glesFragData_0 [[color(0)]]; }; struct xlatMtlShaderOutput { half4 _glesFragData_0 [[color(0)]]; }; struct xlatMtlShaderUniform { }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; half4 xlt_ocol_1; xlt_ocol_1 = _mtl_i._glesFragData_0; half4 ocol_2; ocol_2.w = xlt_ocol_1.w; ocol_2.xy = _mtl_i.xlv_TEXCOORD0.xy; ocol_2.z = (xlt_ocol_1.z * (half)2.0); xlt_ocol_1 = ocol_2; _mtl_o._glesFragData_0 = ocol_2; return _mtl_o; } // stats: 1 alu 0 tex 0 flow // inputs: 1 // #0: xlv_TEXCOORD0 (low float) 4x1 [-1]