#version 300 es uniform mat4x3 m43; uniform mat3x3 m33; uniform mat4x4 m44; in vec3 v3; in vec2 v2; void main() { int id = gl_VertexID + gl_InstanceID; int c0 = gl_MaxVertexAttribs; int c1 = gl_MaxVertexUniformVectors; int c2 = gl_MaxVertexOutputVectors; int c3 = gl_MaxFragmentInputVectors; int c4 = gl_MaxVertexTextureImageUnits; int c5 = gl_MaxCombinedTextureImageUnits; int c6 = gl_MaxTextureImageUnits; int c7 = gl_MaxFragmentUniformVectors; int c8 = gl_MaxDrawBuffers; int c9 = gl_MinProgramTexelOffset; int c10 = gl_MaxProgramTexelOffset; mat3x4 tm = transpose(m43); highp float dm = determinant(m44); mat3x3 im = inverse(m33); mat3x2 op = outerProduct(v2, v3); }