void main () { float tmpvar_1; tmpvar_1 = sqrt(gl_Vertex.x); gl_Position = vec4((((gl_Vertex.x + tmpvar_1) + (gl_Vertex.x * tmpvar_1)) + sqrt(tmpvar_1))); } // stats: 6 alu 0 tex 0 flow // inputs: 1 // #0: gl_Vertex (high float) 4x1 [-1] loc 0