#version 140 uniform vec2 p; in vec4 position; in vec4 icol; out vec4 col; void main () { col = icol; vec4 tmpvar_1; tmpvar_1.zw = vec2(0.0, 0.0); tmpvar_1.xy = p; gl_Position = (tmpvar_1 + position); } // stats: 2 alu 0 tex 0 flow // inputs: 2 // #0: position (high float) 4x1 [-1] // #1: icol (high float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: p (high float) 2x1 [-1]