1#version 310 es 2 3uniform vec4 UBO[56]; 4layout(location = 0) in vec4 aVertex; 5 6void main() 7{ 8 gl_Position = ((mat4(UBO[40], UBO[41], UBO[42], UBO[43]) * aVertex) + UBO[55]) + ((UBO[50] + UBO[45]) + vec4(UBO[54].x)); 9} 10 11