#version 310 es struct Inner { ivec3 a; int b; uvec3 c; uint d; vec3 e; float f; ivec2 g; ivec2 h; mat2x3 i; mat3x2 j; uint pad; uint pad_1; ivec4 k[4]; }; struct Inner_std140 { ivec3 a; int b; uvec3 c; uint d; vec3 e; float f; ivec2 g; ivec2 h; mat2x3 i; vec2 j_0; vec2 j_1; vec2 j_2; uint pad; uint pad_1; ivec4 k[4]; }; layout(binding = 0, std140) uniform S_std140_ubo { Inner_std140 arr[8]; } s; mat3x2 load_s_arr_p0_j(uint p0) { uint s_save = p0; return mat3x2(s.arr[s_save].j_0, s.arr[s_save].j_1, s.arr[s_save].j_2); } void tint_symbol(uint idx) { ivec3 a = s.arr[idx].a; int b = s.arr[idx].b; uvec3 c = s.arr[idx].c; uint d = s.arr[idx].d; vec3 e = s.arr[idx].e; float f = s.arr[idx].f; ivec2 g = s.arr[idx].g; ivec2 h = s.arr[idx].h; mat2x3 i = s.arr[idx].i; mat3x2 j = load_s_arr_p0_j(uint(idx)); ivec4 k[4] = s.arr[idx].k; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol(gl_LocalInvocationIndex); return; }