SPIRV-Cross/shaders-hlsl/vert/no-contraction.vert

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#version 450
layout(location = 0) in vec4 vA;
layout(location = 1) in vec4 vB;
layout(location = 2) in vec4 vC;
void main()
{
precise vec4 mul = vA * vB;
precise vec4 add = vA + vB;
precise vec4 sub = vA - vB;
precise vec4 mad = vA * vB + vC;
precise vec4 summed = mul + add + sub + mad;
gl_Position = summed;
}