#include using namespace metal; struct xlatMtlShaderInput { half3 inNormal; }; struct xlatMtlShaderOutput { half4 _glesFragData [[color(0)]]; }; struct xlatMtlShaderUniform { }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; half4 c_1; half3x3 tmpvar_2; tmpvar_2[0].x = half(0.8164966); tmpvar_2[0].y = half(-0.4082483); tmpvar_2[0].z = half(-0.4082483); tmpvar_2[1].x = half(0.0); tmpvar_2[1].y = half(0.7071068); tmpvar_2[1].z = half(-0.7071068); tmpvar_2[2].x = half(0.5773503); tmpvar_2[2].y = half(0.5773503); tmpvar_2[2].z = half(0.5773503); c_1.xyz = (tmpvar_2 * _mtl_i.inNormal); c_1.w = half(0.0); _mtl_o._glesFragData = c_1; return _mtl_o; } // stats: 11 alu 0 tex 0 flow // inputs: 1 // #0: inNormal (medium float) 3x1 [-1]