#version 310 es layout(std140) uniform UBO { layout(column_major) mat4 uMVPR; layout(row_major) mat4 uMVPC; layout(row_major) mat2x4 uMVP; }; layout(location = 0) in vec4 aVertex; void main() { vec2 v = aVertex * uMVP; gl_Position = uMVPR * aVertex + uMVPC * aVertex; }