float foo ( in float a_1, in float b_2, in float c_3 ) { return ((a_1 + b_2) + c_3); } float bar ( in float a_4, in float b_5 ) { float c_6; float tmpvar_7; tmpvar_7 = (a_4 * b_5); c_6 = tmpvar_7; float tmpvar_8; tmpvar_8 = foo (a_4, b_5, c_6); return tmpvar_8; } float har ( in float a_9 ) { float c_10; float b_11; float tmpvar_12; tmpvar_12 = sqrt (a_9); float tmpvar_13; tmpvar_13 = tmpvar_12; b_11 = tmpvar_13; float tmpvar_14; tmpvar_14 = sqrt (b_11); float tmpvar_15; tmpvar_15 = tmpvar_14; c_10 = tmpvar_15; float tmpvar_16; tmpvar_16 = bar (a_9, b_11); return (tmpvar_16 + c_10); } void main () { float tmpvar_17; tmpvar_17 = har (gl_Vertex.x); vec4 tmpvar_18; tmpvar_18 = vec4(tmpvar_17); vec4 tmpvar_19; tmpvar_19 = tmpvar_18; gl_Position = tmpvar_19; }