#version 100 struct Buffer { mat4 MVPRowMajor; mat4 MVPColMajor; mat4 M; }; uniform Buffer _13; attribute vec4 Position; mat4 SPIRV_Cross_workaround_load_row_major(mat4 wrap) { return wrap; } void main() { gl_Position = (((SPIRV_Cross_workaround_load_row_major(_13.M) * (Position * _13.MVPRowMajor)) + (SPIRV_Cross_workaround_load_row_major(_13.M) * (SPIRV_Cross_workaround_load_row_major(_13.MVPColMajor) * Position))) + (SPIRV_Cross_workaround_load_row_major(_13.M) * (_13.MVPRowMajor * Position))) + (SPIRV_Cross_workaround_load_row_major(_13.M) * (Position * SPIRV_Cross_workaround_load_row_major(_13.MVPColMajor))); }