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1static float4 gl_Position;
2static float4 vA;
3static float4 vB;
4static float4 vC;
5
6struct SPIRV_Cross_Input
7{
8    float4 vA : TEXCOORD0;
9    float4 vB : TEXCOORD1;
10    float4 vC : TEXCOORD2;
11};
12
13struct SPIRV_Cross_Output
14{
15    float4 gl_Position : SV_Position;
16};
17
18void vert_main()
19{
20    precise float4 _15 = vA * vB;
21    precise float4 _19 = vA + vB;
22    precise float4 _23 = vA - vB;
23    precise float4 _30 = _15 + vC;
24    precise float4 _34 = _15 + _19;
25    precise float4 _36 = _34 + _23;
26    precise float4 _38 = _36 + _30;
27    gl_Position = _38;
28}
29
30SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
31{
32    vA = stage_input.vA;
33    vB = stage_input.vB;
34    vC = stage_input.vC;
35    vert_main();
36    SPIRV_Cross_Output stage_output;
37    stage_output.gl_Position = gl_Position;
38    return stage_output;
39}
40