#version 310 es uniform vec4 UBO[56]; layout(location = 0) in vec4 aVertex; 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; }