#version 450 out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[1]; float gl_CullDistance[1]; }; struct t21 { float m0; vec4 m1; }; layout(location = 0) in vec4 v17; layout(location = 0) out t21 v25[3]; void main() { gl_Position = v17; v25[2].m1 = vec4(-4.0, -9.0, 3.0, 7.0); }