#version 140
uniform vec2 p;
in vec4 position;
out vec4 col;
flat out ivec4 colint;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.zw = vec2(0.0, 0.0);
  tmpvar_1.xy = p;
  gl_Position = (tmpvar_1 + position);
  colint.x = gl_VertexID;
  colint.y = (gl_InstanceID ^ gl_InstanceID);
  colint.z = (gl_InstanceID << 2);
  colint.w = (gl_VertexID + colint.y);
  col.x = trunc(position.x);
  float tmpvar_2;
  tmpvar_2 = roundEven(position.y);
  col.y = tmpvar_2;
  col.z = tmpvar_2;
  col.w = (0.5 * (exp(position.w) + exp(
    -(position.w)
  )));
}


// stats: 12 alu 0 tex 0 flow
// inputs: 1
//  #0: position (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: p (high float) 2x1 [-1]
