#include <metal_stdlib>
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(-0.3441301, 0.05004501));
  _mtl_o._fragData = c_1;
  return _mtl_o;
}


// stats: 2 alu 0 tex 0 flow
