#version 450 out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[1]; float gl_CullDistance[1]; }; struct _21 { vec4 _m0; vec4 _m1; }; layout(location = 0) in vec4 _17; layout(location = 0) out _24 { _21 _m0[3]; } _26; void main() { gl_Position = _17; _26._m0[1]._m1 = vec4(-4.0, -9.0, 3.0, 7.0); }