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;
}