SPIRV-Cross/reference/shaders/flatten/array.flatten.vert

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#version 310 es
uniform vec4 UBO[56];
layout(location = 0) in vec4 aVertex;
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void main()
{
vec4 a4 = UBO[23];
vec4 offset = (UBO[50] + UBO[45]) + vec4(UBO[54].x);
gl_Position = ((mat4(UBO[40], UBO[41], UBO[42], UBO[43]) * aVertex) + UBO[55]) + offset;
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}