#version 120 uniform float inInit = 13.0; uniform mat4x3 nonSqMat; uniform vec4 uniInit = vec4(1.0, 2.0, 3.0, 4.0); void main () { vec4 v_1; v_1.x = (1.2 + nonSqMat[0].x); v_1.y = 6.0; v_1.z = (inInit + 4.0); v_1.w = (-1.0 + uniInit.w); gl_FragColor = v_1; } // stats: 4 alu 0 tex 0 flow // uniforms: 3 (total size: 0) // #0: inInit (high float) 1x1 [-1] // #1: nonSqMat (high float) 3x4 [-1] // #2: uniInit (high float) 4x1 [-1]