1#version 310 es 2 3layout(std140) uniform UBO 4{ 5 vec4 A4[5][4][2]; 6 mat4 uMVP; 7 vec4 A1[2]; 8 vec4 A2[2][3]; 9 float A3[3]; 10 vec4 Offset; 11}; 12layout(location = 0) in vec4 aVertex; 13 14void main() 15{ 16 vec4 a4 = A4[2][3][1]; // 2 * (4 * 2) + 3 * 2 + 1 = 16 + 6 + 1 = 23. 17 vec4 offset = A2[1][1] + A1[1] + A3[2]; 18 gl_Position = uMVP * aVertex + Offset + offset; 19} 20