attribute vec3 _in_position;
uniform mat4 mtx;
void main ()
{
  mat4 m_1;
  m_1 = mtx;
  vec4 tmpvar_2;
  tmpvar_2.xyz = mtx[0].xyz;
  tmpvar_2.w = 0.0;
  m_1[0] = tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3.xyw = m_1[0].xyw;
  tmpvar_3.z = tmpvar_2.w;
  m_1[0] = tmpvar_3;
  vec4 tmpvar_4;
  tmpvar_4.xzw = m_1[0].xzw;
  tmpvar_4.y = tmpvar_3.z;
  m_1[0] = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5.w = 1.0;
  tmpvar_5.xyz = _in_position;
  gl_Position = (m_1 * tmpvar_5);
}


// stats: 3 alu 0 tex 0 flow
// inputs: 1
//  #0: _in_position (high float) 3x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: mtx (high float) 4x4 [-1]
