1#version 140 2 3in vec3 v3; 4in vec4 v4; 5 6out mat3x2 m32; 7 8const vec2 cv2 = vec2(10.0, 20.0); 9const mat2x4 m24 = mat2x4(3.0); 10const mat4x2 m42 = mat4x2(1.0, 2.0, 11 3.0, 4.0, 12 5.0, 6.0, 13 7.0, 8.0); 14 15void main() 16{ 17 mat2x3 m23; 18 vec2 a, b; 19 20 a = v3 * m23; 21 b = m32 * v3; 22 23 gl_Position = vec4(m23 * m32 * v3, m24[1][3]) + 24 (m24 * m42) * v4 + cv2 * m42 + m24 * cv2 + vec4(cv2[1], cv2.x, m42[2][1], m42[2][0]); 25} 26