#version 450 out float vf0; out float vf1; layout(std140) uniform uBlock1 { float u0; float u4; float u8; float u12; float u16; float u20; float u24; float u28; } u1; in vec2 in0; void main() { vec2 t0 = in0; float t1 = (t0.x+1); float t2 = (t1/2); vf0 = t2; float t3 = (t0.y+1); float t4 = (t3/2); vf1 = t4; float t5 = (t0.x*u1.u28); float t6 = (1-u1.u28); float t7 = (t5-t6); float t8 = (t7+u1.u0); float t9 = (t0.y*u1.u28); float t10 = (t9-t6); float t11 = (t10+u1.u4); gl_Position = vec4(t8,t11,0,1); }