#version 300 es
uniform highp mat4 uniMat4F;
uniform mediump mat4 uniMat4H;
uniform mediump mat3 uniMat3H;
uniform highp mat2 uniMat2F;
uniform mediump mat2 uniMat2H;
void main ()
{
  highp mat2 htof2_1;
  highp mat3 htof3_2;
  highp mat4 htof4_3;
  mediump mat2 ftoh2_4;
  mediump mat4 ftoh4_5;
  highp vec4 r_6;
  r_6.yzw = vec3(0.0, 0.0, 0.0);
  ftoh4_5 = uniMat4F;
  r_6.x = ftoh4_5[0].x;
  r_6.x = (r_6.x + ftoh4_5[0].x);
  ftoh2_4 = uniMat2F;
  r_6.x = (r_6.x + ftoh2_4[0].x);
  htof4_3 = uniMat4H;
  r_6.x = (r_6.x + htof4_3[0].x);
  htof3_2 = uniMat3H;
  r_6.x = (r_6.x + htof3_2[0].x);
  htof2_1 = uniMat2H;
  r_6.x = (r_6.x + htof2_1[0].x);
  gl_Position = r_6;
}


// stats: 6 alu 0 tex 0 flow
// uniforms: 5 (total size: 0)
//  #0: uniMat4F (high float) 4x4 [-1]
//  #1: uniMat4H (medium float) 4x4 [-1]
//  #2: uniMat3H (medium float) 3x3 [-1]
//  #3: uniMat2F (high float) 2x2 [-1]
//  #4: uniMat2H (medium float) 2x2 [-1]
