vulkan_hw_tier00[1] - Spirv Cross output
#version 450

uniform sampler2D SPIRV_Cross_Combined;

layout(location = 0) in vec2 vs_TEXCOORD0;
layout(location = 1) in vec4 _32;
layout(location = 0) out vec4 _66;
vec4 _9;
float _26;
vec3 _40;
float _49;

void main()
{
    _9 = texture(SPIRV_Cross_Combined, vs_TEXCOORD0);
    _26 = _9.w + _32.x;
    _40 = _9.xyz + vec3(-0.5);
    _26 *= _26;
    _49 = _26 * _26;
    _26 = (_26 * _49) + (-1.0);
    _26 = max(_26, 0.0);
    _26 = min(_26, _32.w);
    vec3 _73 = (_40 * vec3(_26)) + vec3(0.5);
    _66 = vec4(_73.x, _73.y, _73.z, _66.w);
    _66.w = _26;
}