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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