#include using namespace metal; struct xlatMtlShaderInput { float4 xlv_TEXCOORD0; }; struct xlatMtlShaderOutput { half4 _fragData [[color(0)]]; }; struct xlatMtlShaderUniform { }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; half4 c_1; c_1 = half4(float4(0.0, 0.0, 0.0, 0.0)); float tmpvar_2; if ((_mtl_i.xlv_TEXCOORD0.x > 0.5)) { tmpvar_2 = 0.9; } else { tmpvar_2 = 0.1; }; c_1 = half4(float4(tmpvar_2)); float4 tmpvar_3; if ((_mtl_i.xlv_TEXCOORD0.x > 0.5)) { tmpvar_3 = float4(0.9, 0.9, 0.9, 0.9); } else { tmpvar_3 = float4(0.1, 0.1, 0.1, 0.1); }; c_1 = ((half4)(float4(tmpvar_2) + tmpvar_3)); float3 tmpvar_4; if ((_mtl_i.xlv_TEXCOORD0.x > 0.5)) { tmpvar_4 = float3(0.9, 0.9, 0.9); } else { tmpvar_4 = float3(0.1, 0.1, 0.1); }; c_1.xyz = (c_1.xyz + (half3)tmpvar_4); float2 tmpvar_5; if ((_mtl_i.xlv_TEXCOORD0.x > 0.5)) { tmpvar_5 = float2(0.9, 0.9); } else { tmpvar_5 = float2(0.1, 0.1); }; c_1.xy = (c_1.xy + (half2)tmpvar_5); float tmpvar_6; tmpvar_6 = fract(_mtl_i.xlv_TEXCOORD0.x); float tmpvar_7; if (bool(tmpvar_6)) { tmpvar_7 = 0.9; } else { tmpvar_7 = 0.1; }; c_1.x = (c_1.x + (half)tmpvar_7); _mtl_o._fragData = c_1; return _mtl_o; } // stats: 21 alu 0 tex 5 flow // inputs: 1 // #0: xlv_TEXCOORD0 (high float) 4x1 [-1]