#include using namespace metal; struct xlatMtlShaderInput { }; struct xlatMtlShaderOutput { half4 _fragData [[color(0)]]; }; struct xlatMtlShaderUniform { half4x4 _LightMatrix; float3 _WorldPos; }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; half4 r_1; half3 lightCoord_2; float4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = _mtl_u._WorldPos; float3 tmpvar_4; tmpvar_4 = ((float4)(_mtl_u._LightMatrix * (half4)tmpvar_3)).xyz; lightCoord_2 = half3(tmpvar_4); r_1.xyz = lightCoord_2; r_1.w = half(1.0); _mtl_o._fragData = r_1; return _mtl_o; } // stats: 3 alu 0 tex 0 flow // uniforms: 2 (total size: 48) // #0: _LightMatrix (medium float) 4x4 [-1] loc 0 // #1: _WorldPos (high float) 3x1 [-1] loc 32