attribute vec3 _in_position; uniform mat4 mtx; void main () { mat4 m_1; m_1 = mtx; vec4 tmpvar_2; tmpvar_2.xyz = mtx[0].xyz; tmpvar_2.w = 0.0; m_1[0] = tmpvar_2; vec4 tmpvar_3; tmpvar_3.xyw = m_1[0].xyw; tmpvar_3.z = tmpvar_2.w; m_1[0] = tmpvar_3; vec4 tmpvar_4; tmpvar_4.xzw = m_1[0].xzw; tmpvar_4.y = tmpvar_3.z; m_1[0] = tmpvar_4; vec4 tmpvar_5; tmpvar_5.w = 1.0; tmpvar_5.xyz = _in_position; gl_Position = (m_1 * tmpvar_5); } // stats: 3 alu 0 tex 0 flow // inputs: 1 // #0: _in_position (high float) 3x1 [-1] // uniforms: 1 (total size: 0) // #0: mtx (high float) 4x4 [-1]