#version 150 uniform mat3 colorTransform; varying vec3 Color; uniform mat4 m, n; uniform mat4x3 um43; uniform mat3x4 un34; uniform mat2 um2; uniform mat3 um3; uniform mat4 um4; varying vec4 v; varying vec3 u; out vec4 FragColor; void main() { mat3x4 m34 = outerProduct(v, u); m34 += mat3x4(4.3); FragColor = vec4(Color, 1.0); FragColor *= vec4(FragColor * m34, 1.0); m34 *= v.x; mat4 m44 = mat4(un34); m44 += m34 * um43; FragColor += (-m44) * v; FragColor *= matrixCompMult(m44, m44); m34 = transpose(um43); FragColor *= vec4(FragColor * m34, 1.0); FragColor *= vec4(determinant(um4)); mat2 inv = inverse(um2); FragColor *= vec4(inv[0][0], inv[1][0], inv[0][1], inv[1][1]); mat3 inv3 = inverse(um3); FragColor *= vec4(inv3[2][1]); mat4 inv4 = inverse(um4); FragColor *= inv4; FragColor = vec4(FragColor * matrixCompMult(un34, un34), FragColor.w); m34 *= colorTransform; }