#version 140
flat out ivec4 colint;
out vec4 col;
in vec4 position;
uniform vec2 p;
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);
  col.y = roundEven(position.y);
  col.z = roundEven(position.y);
  col.w = (0.5 * (exp(position.w) + exp(-(position.w))));
}

