#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
  half3 inNormal;
};
struct xlatMtlShaderOutput {
  half4 _glesFragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
  xlatMtlShaderOutput _mtl_o;
  half4 c_1;
  half3x3 tmpvar_2;
  tmpvar_2[0].x = half(0.8164966);
  tmpvar_2[0].y = half(-0.4082483);
  tmpvar_2[0].z = half(-0.4082483);
  tmpvar_2[1].x = half(0.0);
  tmpvar_2[1].y = half(0.7071068);
  tmpvar_2[1].z = half(-0.7071068);
  tmpvar_2[2].x = half(0.5773503);
  tmpvar_2[2].y = half(0.5773503);
  tmpvar_2[2].z = half(0.5773503);
  c_1.xyz = (tmpvar_2 * _mtl_i.inNormal);
  c_1.w = half(0.0);
  _mtl_o._glesFragData = c_1;
  return _mtl_o;
}


// stats: 11 alu 0 tex 0 flow
// inputs: 1
//  #0: inNormal (medium float) 3x1 [-1]
