struct TransformComponents { vec3 position; vec3 scale; }; struct Transform { TransformComponents components; }; uniform ModelData { Transform transform; } model; #pragma MSP stage(vertex) layout(location=0) in vec4 position; void main() { gl_Position = vec4(model.transform.components.position+position.xyz*model.transform.components.scale, 1.0); } /* Expected output: vertex struct TransformComponents { vec3 position; vec3 scale; }; struct Transform { TransformComponents components; }; layout(binding=26) uniform ModelData { Transform transform; } model; layout(location=0) in vec4 position; void main() { gl_Position = vec4(model.transform.components.position+position.xyz*model.transform.components.scale, 1.0); } */