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#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
};
struct xlatMtlShaderOutput {
float4 final_color0 [[color(0)]];
float4 final_color1 [[color(1)]];
float4 final_color2 [[color(2)]];
};
struct xlatMtlShaderUniform {
};
;
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
_mtl_o.final_color0 = float4(1.0, 0.0, 0.0, 1.0);
_mtl_o.final_color1 = float4(0.0, 1.0, 0.0, 1.0);
_mtl_o.final_color2 = float4(0.0, 0.0, 1.0, 1.0);
return _mtl_o;
}
// stats: 3 alu 0 tex 0 flow
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