#include using namespace metal; struct xlatMtlShaderInput { }; 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; _mtl_o._glesFragData_0 = half4(float4(0.0, 0.0, 0.0, 0.0)); return _mtl_o; } // stats: 1 alu 0 tex 0 flow