#version 140 in mat3x4 m1; in mat3x4 m2; in float f; in vec3 v3; in vec4 v4; out vec4 color; void main() { mat3x4 sum34; vec3 sum3; vec4 sum4; sum34 = m1 - m2; sum34 += m1 * f; sum34 += f * m1; sum34 /= matrixCompMult(m1, m2); sum34 += m1 / f; sum34 += f / m1; sum34 += f; sum34 -= f; sum3 = v4 * m2; sum4 = m2 * v3; mat4x3 m43 = transpose(sum34); mat4 m4 = m1 * m43; sum4 = v4 * m4; color = sum4; //spv if (m1 != sum34) ++sum34; // else --sum34; sum34 += mat3x4(f); sum34 += mat3x4(v3, f, v3, f, v3, f); color += sum3 * m43 + sum4; }