#include using namespace metal; struct xlatMtlShaderInput { }; struct xlatMtlShaderOutput { float gl_FragDepth [[depth(any)]]; half4 _fragData [[color(0)]]; }; struct xlatMtlShaderUniform { }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; _mtl_o._fragData = half4(float4(0.5, 0.5, 0.5, 0.5)); _mtl_o.gl_FragDepth = 0.9; return _mtl_o; } // stats: 2 alu 0 tex 0 flow