#version 450 layout(location = 0) in vec4 vA; layout(location = 1) in vec4 vB; layout(location = 2) in vec4 vC; void main() { precise vec4 _15 = vA * vB; vec4 mul = _15; precise vec4 _19 = vA + vB; vec4 add = _19; precise vec4 _23 = vA - vB; vec4 sub = _23; precise vec4 _27 = vA * vB; precise vec4 _30 = _27 + vC; vec4 mad = _30; precise vec4 _34 = mul + add; precise vec4 _36 = _34 + sub; precise vec4 _38 = _36 + mad; vec4 summed = _38; gl_Position = summed; }