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#include <metal_stdlib>
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