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