#version 450 layout(location = 1) in vec2 _2; layout(location = 1, component = 2) in float _3; layout(location = 2) flat in float _4; layout(location = 2, component = 1) flat in uint _5; layout(location = 2, component = 2) flat in uint _6; layout(location = 0) out vec4 o0; vec4 v1; vec4 v2; void main() { v1 = vec4(_2.x, _2.y, v1.z, v1.w); v1.z = _3; v2.x = _4; v2.y = uintBitsToFloat(_5); v2.z = uintBitsToFloat(_6); o0.y = float(floatBitsToUint(intBitsToFloat(floatBitsToInt(v2.y) + floatBitsToInt(v2.z)))); o0.x = v1.y + v2.x; o0 = vec4(o0.x, o0.y, v1.z, v1.x); }