#include using namespace metal; struct xlatMtlShaderInput { }; 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.zw = half2(float2(0.0, 0.0)); c_1.xy = half2(float2(-0.34413, 0.050045)); _mtl_o._fragData = c_1; return _mtl_o; } // stats: 2 alu 0 tex 0 flow