// https://github.com/aras-p/glsl-optimizer/issues/48

attribute vec3 _in_position;

uniform mat4 mtx;

void main()
{
	mat4 m = mtx;
	// chained assignments used to not work, #48
	m[0][1] = m[0][2] = m[0][3] = 0.0;	
    gl_Position = m * vec4(_in_position,1);
}
