1#version 450 2 3layout(location = 1) in vec2 _2; 4layout(location = 1, component = 2) in float _3; 5layout(location = 2) flat in float _4; 6layout(location = 2, component = 1) flat in uint _5; 7layout(location = 2, component = 2) flat in uint _6; 8layout(location = 0) out vec4 o0; 9vec4 v1; 10vec4 v2; 11 12void main() 13{ 14 v1 = vec4(_2.x, _2.y, v1.z, v1.w); 15 v1.z = _3; 16 v2.x = _4; 17 v2.y = uintBitsToFloat(_5); 18 v2.z = uintBitsToFloat(_6); 19 vec4 r0; 20 r0.x = intBitsToFloat(floatBitsToInt(v2.y) + floatBitsToInt(v2.z)); 21 o0.y = float(floatBitsToUint(r0.x)); 22 o0.x = v1.y + v2.x; 23 o0 = vec4(o0.x, o0.y, v1.z, v1.x); 24} 25 26