#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
};
struct xlatMtlShaderOutput {
  half4 _colArr_0 [[color(0)]];
  half4 _colVec [[color(3)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
  xlatMtlShaderOutput _mtl_o;
  _mtl_o._colArr_0 = half4(float4(0.0, 0.0, 0.0, 0.0));
  _mtl_o._colVec = half4(float4(1.0, 1.0, 1.0, 1.0));
  return _mtl_o;
}


// stats: 2 alu 0 tex 0 flow
