#version 310 es layout(binding = 0, std140) uniform Block { layout(row_major) mat2x3 var[3][4]; } _104; layout(location = 0) in vec4 a_position; layout(location = 0) out mediump float v_vtxResult; mediump float compare_float(float a, float b) { return float(abs(a - b) < 0.0500000007450580596923828125); } mediump float compare_vec3(vec3 a, vec3 b) { float param = a.x; float param_1 = b.x; float param_2 = a.y; float param_3 = b.y; float param_4 = a.z; float param_5 = b.z; return (compare_float(param, param_1) * compare_float(param_2, param_3)) * compare_float(param_4, param_5); } mediump float compare_mat2x3(mat2x3 a, mat2x3 b) { vec3 param = a[0]; vec3 param_1 = b[0]; vec3 param_2 = a[1]; vec3 param_3 = b[1]; return compare_vec3(param, param_1) * compare_vec3(param_2, param_3); } void main() { gl_Position = a_position; mediump float result = 1.0; mat2x3 param = _104.var[0][0]; mat2x3 param_1 = mat2x3(vec3(2.0, 6.0, -6.0), vec3(0.0, 5.0, 5.0)); result *= compare_mat2x3(param, param_1); v_vtxResult = result; }