#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); }