#version 300 es out lowp vec4 _fragData; uniform highp mat4x3 nonSqMat; void main () { mediump vec4 v_1; v_1.w = -1.0; v_1.x = (1.2 + nonSqMat[0].x); v_1.y = 6.0; v_1.z = 4.0; _fragData = v_1; } // stats: 4 alu 0 tex 0 flow // uniforms: 1 (total size: 0) // #0: nonSqMat (high float) 3x4 [-1]