#version 310 es invariant gl_Position; layout(location = 0) in vec4 vInput0; layout(location = 1) in vec4 vInput1; layout(location = 2) in vec4 vInput2; layout(location = 0) invariant out vec4 vColor; void main() { vec4 _20 = vInput1 * vInput2; vec4 _21 = vInput0 + _20; gl_Position = _21; vec4 _27 = vInput0 - vInput1; vec4 _29 = _27 * vInput2; vColor = _29; }