#include using namespace metal; struct xlatMtlShaderInput { half4 xlv_COLOR0; }; struct xlatMtlShaderOutput { half4 _glesFragData_0 [[color(0)]]; }; struct xlatMtlShaderUniform { float4 _Color; }; fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]) { xlatMtlShaderOutput _mtl_o; half4 c_1; float4 tmpvar_2; tmpvar_2 = ((float4)_mtl_i.xlv_COLOR0 * _mtl_u._Color); c_1 = half4(tmpvar_2); _mtl_o._glesFragData_0 = c_1; return _mtl_o; } // stats: 1 alu 0 tex 0 flow // inputs: 1 // #0: xlv_COLOR0 (low float) 4x1 [-1] // uniforms: 1 (total size: 16) // #0: _Color (high float) 4x1 [-1] loc 0