#version 310 es uniform vec4 UBO[8]; layout(location = 0) out vec4 oA; layout(location = 1) out vec4 oB; layout(location = 2) out vec4 oC; layout(location = 3) out vec4 oD; layout(location = 4) out vec4 oE; layout(location = 5) out vec4 oF; void main() { gl_Position = vec4(0.0); oA = UBO[0]; oB = vec4(UBO[1].xy, UBO[1].zw); oC = vec4(UBO[2].x, UBO[3].xyz); oD = vec4(UBO[4].xyz, UBO[4].w); oE = vec4(UBO[5].x, UBO[5].y, UBO[5].z, UBO[5].w); oF = vec4(UBO[6].x, UBO[6].zw, UBO[7].x); }