#version 450 layout(row_major) uniform; layout(row_major) buffer; struct F_0 { vec4 v0_0; vec2 v1_0; }; float F_get_0(F_0 this_0) { return this_0.v0_0.x + this_0.v1_0.x; } float E_get_0() { return 1.0; } layout(location = 0) in vec3 vIn_p0_0; layout(location = 1) in vec4 vIn_field_v0_0; layout(location = 2) in vec2 _S3; struct VOut_0 { vec4 projPos_0; }; void main() { F_0 _S4 = { vIn_field_v0_0, _S3 }; VOut_0 vout_0; vout_0.projPos_0 = vec4(vIn_p0_0, F_get_0(_S4) + E_get_0()); gl_Position = vout_0.projPos_0; return; }