#version 310 es uniform vec4 UBO[14]; layout(location = 0) out vec4 oA; layout(location = 1) out vec4 oB; layout(location = 2) out vec4 oC; layout(location = 3) out vec4 oD; layout(location = 4) out vec4 oE; void main() { gl_Position = vec4(0.0); oA = UBO[1]; oB = vec4(UBO[4].y, UBO[5].y, UBO[6].y, UBO[7].y); oC = UBO[9]; oD = vec4(UBO[10].x, UBO[11].x, UBO[12].x, UBO[13].x); oE = vec4(UBO[1].z, UBO[6].y, UBO[9].z, UBO[12].y); }