#version 300 es
out lowp vec4 _fragData;
uniform highp mat4x3 nonSqMat;
void main ()
{
  mediump vec4 v_1;
  v_1.w = -1.0;
  v_1.x = (1.2 + nonSqMat[0].x);
  v_1.y = 6.0;
  v_1.z = 4.0;
  _fragData = v_1;
}


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