#version 310 es struct Foo { mat3x4 MVP0; mat3x4 MVP1; }; uniform vec4 UBO[8]; layout(location = 0) in vec4 v0; layout(location = 1) in vec4 v1; layout(location = 0) out vec3 V0; layout(location = 1) out vec3 V1; void main() { Foo f; f.MVP0 = Foo(transpose(mat4x3(UBO[0].xyz, UBO[1].xyz, UBO[2].xyz, UBO[3].xyz)), transpose(mat4x3(UBO[4].xyz, UBO[5].xyz, UBO[6].xyz, UBO[7].xyz))).MVP0; f.MVP1 = Foo(transpose(mat4x3(UBO[0].xyz, UBO[1].xyz, UBO[2].xyz, UBO[3].xyz)), transpose(mat4x3(UBO[4].xyz, UBO[5].xyz, UBO[6].xyz, UBO[7].xyz))).MVP1; vec3 a = v0 * f.MVP0; vec3 b = v1 * f.MVP1; V0 = a; V1 = b; }