#version 320 es precision mediump float; precision highp int; layout(binding = 0, std140) uniform UBO { float mediump_float; highp float highp_float; } ubo; layout(location = 0) out vec4 FragColor0; layout(location = 1) out vec4 FragColor1; layout(location = 2) out vec4 FragColor2; layout(location = 3) out vec4 FragColor3; layout(location = 0) in vec4 V4; void main() { highp float hp_copy_phi_mp; float mp_copy_phi_hp; vec4 V4_value0 = V4; highp vec4 hp_copy_V4_value0 = V4_value0; float V1_value0 = V4.x; highp float hp_copy_V1_value0 = V1_value0; float V1_value2 = V4_value0.z; highp float hp_copy_V1_value2 = V1_value2; float ubo_mp0 = ubo.mediump_float; highp float hp_copy_ubo_mp0 = ubo_mp0; highp float ubo_hp0 = ubo.highp_float; float mp_copy_ubo_hp0 = ubo_hp0; highp vec4 _48 = hp_copy_V4_value0 - vec4(3.0); vec4 mp_copy_48 = _48; FragColor0 = V4_value0 + vec4(3.0); FragColor1 = _48; FragColor2 = mp_copy_48 * vec4(3.0); float _23 = V1_value0 + 3.0; float float_0_weird = 3.0 - mp_copy_ubo_hp0; highp float hp_copy_float_0_weird = float_0_weird; highp float _49 = hp_copy_V1_value0 - hp_copy_float_0_weird; float mp_copy_49 = _49; FragColor3 = vec4(_23, _49, mp_copy_49 * mp_copy_ubo_hp0, 3.0); highp float _51 = hp_copy_V1_value2 - hp_copy_ubo_mp0; float mp_copy_51 = _51; FragColor3 = vec4(V4_value0.z + ubo_mp0, _51, mp_copy_51 * mp_copy_ubo_hp0, 3.0); FragColor0 = sin(hp_copy_V4_value0); FragColor1 = sin(V4_value0); float phi_mp; highp float phi_hp; phi_mp = _23; phi_hp = _49; hp_copy_phi_mp = phi_mp; mp_copy_phi_hp = phi_hp; FragColor2 = vec4(phi_mp + phi_mp, hp_copy_phi_mp + hp_copy_phi_mp, mp_copy_phi_hp + mp_copy_phi_hp, phi_hp + phi_hp); }