#version 120
uniform mat4x3 nonSqMat;
uniform float inInit = 13.0;
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;
}

