#version 310 es
float tint_workgroupUniformLoad(inout float p) {
barrier();
float result = p;
return result;
}
shared float arg_0;
void workgroupUniformLoad_7a857c() {
float res = tint_workgroupUniformLoad(arg_0);
void compute_main(uint local_invocation_index) {
{
arg_0 = 0.0f;
workgroupUniformLoad_7a857c();
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main(gl_LocalInvocationIndex);
return;