#version 450 struct Struct_vec4 { vec4 m0; }; layout(binding = 0, std140) uniform UBO { Struct_vec4 m0; Struct_vec4 m1; } ubo_binding_0; layout(location = 0) out VertexOut { Struct_vec4 m0; Struct_vec4 m1; } output_location_0; layout(location = 2) out Struct_vec4 output_location_2; layout(location = 3) out Struct_vec4 output_location_3; 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 = c; output_location_0.m1 = b; output_location_2 = c; output_location_3 = b; }