#version 300 es uniform highp mat4 uniMat4F; uniform mediump mat4 uniMat4H; uniform mediump mat3 uniMat3H; uniform highp mat2 uniMat2F; uniform mediump mat2 uniMat2H; void main () { highp mat2 htof2_1; highp mat3 htof3_2; highp mat4 htof4_3; mediump mat2 ftoh2_4; mediump mat4 ftoh4_5; highp vec4 r_6; r_6.yzw = vec3(0.0, 0.0, 0.0); ftoh4_5 = uniMat4F; r_6.x = ftoh4_5[0].x; r_6.x = (r_6.x + ftoh4_5[0].x); ftoh2_4 = uniMat2F; r_6.x = (r_6.x + ftoh2_4[0].x); htof4_3 = uniMat4H; r_6.x = (r_6.x + htof4_3[0].x); htof3_2 = uniMat3H; r_6.x = (r_6.x + htof3_2[0].x); htof2_1 = uniMat2H; r_6.x = (r_6.x + htof2_1[0].x); gl_Position = r_6; } // stats: 6 alu 0 tex 0 flow // uniforms: 5 (total size: 0) // #0: uniMat4F (high float) 4x4 [-1] // #1: uniMat4H (medium float) 4x4 [-1] // #2: uniMat3H (medium float) 3x3 [-1] // #3: uniMat2F (high float) 2x2 [-1] // #4: uniMat2H (medium float) 2x2 [-1]