#version 450
layout(location = 0) in float in_value;
layout(location = 0) out vec4 out__value;
void main() {
vec3 zero3 = vec3(0.0, 0.0, 0.0);
vec4 one4 = vec4(1.0, 1.0, 1.0, 1.0);
vec2 half2 = vec2(0.5, 0.5);
vec3 full = vec3(1.0, 2.0, 3.0);
float x = in_value;
vec4 splatted = vec4(x, x, x, x);
out__value = vec4(((((zero3.x + one4.x) + half2.x) + full.x) + splatted.x), 0.0, 0.0, 1.0);
}