#version 310 es precision mediump float; precision highp int; uniform vec4 UBO[4]; layout(location = 0) out vec3 FragColor; layout(location = 0) flat in vec3 vNormal; void main() { mat4 _19 = mat4(UBO[0], UBO[1], UBO[2], UBO[3]); FragColor = mat3(vec3(_19[0].x, _19[0].y, _19[0].z), vec3(_19[1].x, _19[1].y, _19[1].z), vec3(_19[2].x, _19[2].y, _19[2].z)) * vNormal; }