#version 310 es struct Inner { int scalar_i32; uint pad; uint pad_1; uint pad_2; float scalar_f32; uint pad_3; uint pad_4; uint pad_5; }; struct S { float scalar_f32; int scalar_i32; uint scalar_u32; uint pad_6; vec2 vec2_f32; ivec2 vec2_i32; uvec2 vec2_u32; uint pad_7; uint pad_8; vec3 vec3_f32; uint pad_9; ivec3 vec3_i32; uint pad_10; uvec3 vec3_u32; uint pad_11; vec4 vec4_f32; ivec4 vec4_i32; uvec4 vec4_u32; mat2 mat2x2_f32; mat2x3 mat2x3_f32; mat2x4 mat2x4_f32; mat3x2 mat3x2_f32; uint pad_12; uint pad_13; mat3 mat3x3_f32; mat3x4 mat3x4_f32; mat4x2 mat4x2_f32; mat4x3 mat4x3_f32; mat4 mat4x4_f32; vec3 arr2_vec3_f32[2]; Inner struct_inner; Inner array_struct_inner[4]; }; struct S_std140 { float scalar_f32; int scalar_i32; uint scalar_u32; uint pad_6; vec2 vec2_f32; ivec2 vec2_i32; uvec2 vec2_u32; uint pad_7; uint pad_8; vec3 vec3_f32; uint pad_9; ivec3 vec3_i32; uint pad_10; uvec3 vec3_u32; uint pad_11; vec4 vec4_f32; ivec4 vec4_i32; uvec4 vec4_u32; vec2 mat2x2_f32_0; vec2 mat2x2_f32_1; mat2x3 mat2x3_f32; mat2x4 mat2x4_f32; vec2 mat3x2_f32_0; vec2 mat3x2_f32_1; vec2 mat3x2_f32_2; uint pad_12; uint pad_13; mat3 mat3x3_f32; mat3x4 mat3x4_f32; vec2 mat4x2_f32_0; vec2 mat4x2_f32_1; vec2 mat4x2_f32_2; vec2 mat4x2_f32_3; mat4x3 mat4x3_f32; mat4 mat4x4_f32; vec3 arr2_vec3_f32[2]; Inner struct_inner; Inner array_struct_inner[4]; }; layout(binding = 0, std140) uniform ub_block_std140_ubo { S_std140 inner; } ub; mat2 load_ub_inner_mat2x2_f32() { return mat2(ub.inner.mat2x2_f32_0, ub.inner.mat2x2_f32_1); } mat3x2 load_ub_inner_mat3x2_f32() { return mat3x2(ub.inner.mat3x2_f32_0, ub.inner.mat3x2_f32_1, ub.inner.mat3x2_f32_2); } mat4x2 load_ub_inner_mat4x2_f32() { return mat4x2(ub.inner.mat4x2_f32_0, ub.inner.mat4x2_f32_1, ub.inner.mat4x2_f32_2, ub.inner.mat4x2_f32_3); } void tint_symbol() { float scalar_f32 = ub.inner.scalar_f32; int scalar_i32 = ub.inner.scalar_i32; uint scalar_u32 = ub.inner.scalar_u32; vec2 vec2_f32 = ub.inner.vec2_f32; ivec2 vec2_i32 = ub.inner.vec2_i32; uvec2 vec2_u32 = ub.inner.vec2_u32; vec3 vec3_f32 = ub.inner.vec3_f32; ivec3 vec3_i32 = ub.inner.vec3_i32; uvec3 vec3_u32 = ub.inner.vec3_u32; vec4 vec4_f32 = ub.inner.vec4_f32; ivec4 vec4_i32 = ub.inner.vec4_i32; uvec4 vec4_u32 = ub.inner.vec4_u32; mat2 mat2x2_f32 = load_ub_inner_mat2x2_f32(); mat2x3 mat2x3_f32 = ub.inner.mat2x3_f32; mat2x4 mat2x4_f32 = ub.inner.mat2x4_f32; mat3x2 mat3x2_f32 = load_ub_inner_mat3x2_f32(); mat3 mat3x3_f32 = ub.inner.mat3x3_f32; mat3x4 mat3x4_f32 = ub.inner.mat3x4_f32; mat4x2 mat4x2_f32 = load_ub_inner_mat4x2_f32(); mat4x3 mat4x3_f32 = ub.inner.mat4x3_f32; mat4 mat4x4_f32 = ub.inner.mat4x4_f32; vec3 arr2_vec3_f32[2] = ub.inner.arr2_vec3_f32; Inner struct_inner = ub.inner.struct_inner; Inner array_struct_inner[4] = ub.inner.array_struct_inner; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol(); return; }