#version 450 layout(binding = 13, std140) uniform _1365_18812 { layout(row_major) mat4x3 _m0; layout(row_major) mat4x3 _m1; } _18812; layout(binding = 12, std140) uniform _1126_22044 { layout(row_major) mat4 _m0; layout(row_major) mat4 _m1; float _m9; vec3 _m10; float _m11; vec3 _m12; float _m17; float _m18; float _m19; vec2 _m20; } _22044; layout(location = 0) out vec3 _3976; layout(location = 0) in vec4 _5275; vec3 _2; void main() { vec3 _23783; do { _23783 = normalize(_18812._m1 * vec4(_5275.xyz, 0.0)); break; } while (false); vec4 _14995 = vec4(_22044._m10 + (_5275.xyz * (_22044._m17 + _22044._m18)), 1.0) * _22044._m0; _3976 = _23783; vec4 _6282 = _14995; _6282.y = -_14995.y; gl_Position = _6282; }