#version 310 es uniform Buffer { layout(row_major) mat4 MVPRowMajor; layout(column_major) mat4 MVPColMajor; mat4 M; mediump mat4 MRelaxed; }; layout(location = 0) in vec4 Position; layout(location = 1) out mat4 OutputMat1; layout(location = 5) out mat4 OutputMat2; layout(location = 9) out mat4 OutputMat3; layout(location = 13) out mat4 OutputMat4; layout(location = 17) out highp mat4 OutputMat5; layout(location = 21) out highp mat4 OutputMat6; layout(location = 25) out mediump mat4 OutputMat7; layout(location = 29) out mediump mat4 OutputMat8; void main() { vec4 c0 = M * (MVPRowMajor * Position); vec4 c1 = M * (MVPColMajor * Position); vec4 c2 = M * (Position * MVPRowMajor); vec4 c3 = M * (Position * MVPColMajor); vec4 c4 = transpose(MVPRowMajor) * Position; vec4 c5 = transpose(MVPColMajor) * Position; vec4 c6 = Position * transpose(MVPRowMajor); vec4 c7 = Position * transpose(MVPColMajor); // Multiplying by scalar does not affect transposition vec4 c8 = (MVPRowMajor * 2.0) * Position; vec4 c9 = (transpose(MVPColMajor) * 2.0) * Position; vec4 c10 = Position * (MVPRowMajor * 2.0); vec4 c11 = Position * (transpose(MVPColMajor) * 2.0); // Outputting a matrix will trigger an actual transposition OutputMat1 = MVPRowMajor; OutputMat2 = MVPColMajor; OutputMat3 = transpose(MVPRowMajor); OutputMat4 = transpose(MVPColMajor); // Preserve precision of input, ignore precision of output OutputMat5 = transpose(M); OutputMat6 = transpose(MRelaxed); OutputMat7 = transpose(M); OutputMat8 = transpose(MRelaxed); gl_Position = c0 + c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8 + c9 + c10 + c11; }