#version 310 es uniform vec4 UBO[8]; out vec4 oA; out vec4 oB; out vec4 oC; out vec4 oD; out vec4 oE; out vec4 oF; void main() { gl_Position = vec4(0.0); oA = UBO[0]; oB = vec4(UBO[1].xy, UBO[1].zw); oC = vec4(UBO[2].x, UBO[3].xyz); oD = vec4(UBO[4].xyz, UBO[4].w); oE = vec4(UBO[5].x, UBO[5].y, UBO[5].z, UBO[5].w); oF = vec4(UBO[6].x, UBO[6].zw, UBO[7].x); }