#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; }