#include using namespace metal; struct xlatMtlShaderInput { }; struct xlatMtlShaderOutput { half4 _fragData_0 [[color(0)]]; half4 _fragData_1 [[color(1)]]; half4 _fragData_2 [[color(2)]]; half4 _fragData_3 [[color(3)]]; }; struct xlatMtlShaderUniform { }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; _mtl_o._fragData_0 = half4(float4(0.0, 0.0, 0.0, 0.0)); _mtl_o._fragData_1 = half4(float4(0.1, 0.1, 0.1, 0.1)); _mtl_o._fragData_2 = half4(float4(0.2, 0.2, 0.2, 0.2)); _mtl_o._fragData_3 = half4(float4(0.3, 0.3, 0.3, 0.3)); return _mtl_o; } // stats: 4 alu 0 tex 0 flow