#version 120 uniform float inInit = 13.0; uniform mat4x3 nonSqMat; void main () { float arr_1[4]; vec4 v_2; float cosPI_3 = -1.0; float tmpvar_4; tmpvar_4 = -1.0; cosPI_3 = tmpvar_4; float tmpvar_5; tmpvar_5 = 1.2; v_2.x = tmpvar_5; float tmpvar_6; tmpvar_6 = float(5); v_2.y = vec2(tmpvar_6).y; float tmpvar_7; tmpvar_7 = inInit; v_2.z = vec3(tmpvar_7).z; float tmpvar_8; tmpvar_8 = cosPI_3; v_2.w = vec4(tmpvar_8).w; float tmpvar_9; tmpvar_9 = (v_2.x + nonSqMat[0][0]); v_2.x = tmpvar_9; float tmpvar_10[4]; tmpvar_10 = float[4](1.0, 2.0, 3.0, 4.0); arr_1 = tmpvar_10; float tmpvar_11; tmpvar_11 = (v_2.y + arr_1[0]); v_2.y = vec2(tmpvar_11).y; float tmpvar_12; tmpvar_12 = (v_2.z + float(4)); v_2.z = vec3(tmpvar_12).z; vec4 tmpvar_13; tmpvar_13 = v_2; gl_FragColor = tmpvar_13; }