#version 140 flat out ivec4 colint; out vec4 col; in vec4 icol; in vec4 position; uniform vec2 p; void main () { vec4 tmpvar_1; tmpvar_1.zw = vec2(0.0, 0.0); tmpvar_1.xy = p.xy; vec4 tmpvar_2; tmpvar_2 = (tmpvar_1 + position); gl_Position = tmpvar_2; int tmpvar_3; tmpvar_3 = gl_VertexID; colint.x = tmpvar_3; int tmpvar_4; tmpvar_4 = (gl_InstanceID ^ gl_InstanceID); colint.y = ivec2(tmpvar_4).y; int tmpvar_5; tmpvar_5 = (gl_InstanceID << 2); colint.z = ivec3(tmpvar_5).z; int tmpvar_6; tmpvar_6 = (colint.x + colint.y); colint.w = ivec4(tmpvar_6).w; float tmpvar_7; tmpvar_7 = trunc (position.x); float tmpvar_8; tmpvar_8 = tmpvar_7; col.x = tmpvar_8; float tmpvar_9; tmpvar_9 = round (position.y); float tmpvar_10; tmpvar_10 = tmpvar_9; col.y = vec2(tmpvar_10).y; float tmpvar_11; tmpvar_11 = roundEven (position.y); float tmpvar_12; tmpvar_12 = tmpvar_11; col.z = vec3(tmpvar_12).z; float tmpvar_13; tmpvar_13 = cosh (position.w); float tmpvar_14; tmpvar_14 = tmpvar_13; col.w = vec4(tmpvar_14).w; }