#version 100 struct Struct_vec4 { vec4 m0; }; struct UBO { Struct_vec4 m0; Struct_vec4 m1; }; uniform UBO ubo_binding_0; varying vec4 output_location_0_m0_m0; varying vec4 output_location_0_m1_m0; varying vec4 output_location_2_m0; varying vec4 output_location_3_m0; void main() { Struct_vec4 c; c.m0 = ubo_binding_0.m0.m0; Struct_vec4 b; b.m0 = ubo_binding_0.m1.m0; gl_Position = c.m0 + b.m0; output_location_0_m0_m0 = c.m0; output_location_0_m1_m0 = b.m0; output_location_2_m0 = c.m0; output_location_3_m0 = b.m0; }